As I am new to this forum I like to greet all the CTP-addicts hanging around in this virtual place for so many years . I would like to join this crazy community and I am really glad that Apolyton.net ist back on the net - specially because I need the valuable information and resources for some MODding. The whole thing began with just 'tuning' some values in the SuperApolytonPack 2.0 for my purposes/taste. Meanwhile I decided to call it a separate MOD and began to work on it as such
I would like to report to the experienced community the main issues of what I did and would like to do and I would really appreciate any kind of hints and helps, ideas, suggestions or whatsoever if somebody is interested.
1. Map size & Number of civilizations
a) map size
As far as I understood some of the postings here, the Ultra-Gigantic Map (files called something like APOLUL_* in the previous version) disappeared from the Apolyton pack due to common stability problems. I experimented with several map sizes and found one that turned out as stable so far, at least on my pc - so 'gigantic' in this post means 140 x 280.
At this size I am playing with 10 (userprofile: 11) nations and I could modify map.txt to obtain satisfying random map layouts (avoiding the feared 'archipeligo'-effect). At least two posts/threads in this section of the forum have been very helpful on this behalf (for Martin G.: I didnt't !understand! the file either, it is still an intuitive and quite painful procedure).
BUT I am absolutely unable to achieve a more/less reliable 'fair' player-placement. The program insists on placing some players verrrry close to each other and therefore not using more/less large landmasses for placing anyone (and I simply don't like stepping upon Moscow some turns after having left Paris but later in the game finding a whole continent without any life on it). Instead I would like to obtain a placement as distant as possible without using the cheat-mode (also for giving the AI a chance for settling down and developping some kind of civilisation that ist worth being conquered later on ).
I tried with the settings in const.txt and gained no real understanding but some impression about how those constants are at least meant:
NICE_RADIUS: seems to be most effective, IF the setting ist somewhat 'realistic' in relation to the map size - which means giving it an exaggerated value doesen't make it. I gave it a value of 30 which is somewhat better than the original 10 (i can see and hear the program trying hard to compute and fullfill it ) but not reliable at all.
MIN_ABSOLUTE_START_DISTANCE: seems to mean nothing more but the players should not be placed within the possible radius of the first city of their neighbors. Giving this constant a significantly higher value caused no effect as far as I tried.
MIN_CONTINENT_START_SIZE: seems to determine the min size of a continent for allowing a player to be placed on it. Therefore I adapted it only slightly to my bigger map (it is now 15) - but I could not observe reliable effects, it still happens that all the folks are sharing an overcrowded continent while none is placed on the friedly and quite large island beneath.
Facit: I am not even sure if the values stand for tiles (quite sure for 1. und 2. but not sure for 3.) or for some kind of 'range' or 'priority' that has nothing to do with tiles and/or is computed with and relativated by some other values I have not seen and/or understood - and this is even harder to understand in map.txt.
If anybody knows some other possibilities to obtain a 'better' placement or some secret relations to other *.txt's, please let me and us know.
b) civilizations, number and basic settings
My intention ist not to play on a 'ultra gigantic' map with a vaste number of nations but i am trying to 'persue' the decent number of civs I choose to build up their respective states and to grow to a respectable size in order to have more 'serious' counterparts in the later game (I dont' like struggeling around for centuries with spearmen and catapults keeping me and specially the AI off developing anything but military units). They might do this either by conquest and/or settling/research/improvements. If they do it by conquest I would like to see them following some strategic intention. SAP has improved their behavior a lot specially concerning the rationality of their military operations (I see them !systematically! conquer their neighbors now, which i had never seen in the 'vanilla'-version - sometimes they reach considerable empire-sizes this way). Still I am not satisfied, because they seem to spend all of their 'cheat'-bonuses either on military strength (in most cases) or on scientific advance ('Ghandi'-strategy) - and in almost any case loose their interest in expanding by settling or in building wonders at a certain point. Therefore I am still experimenting with the settings in goals.txt, strategies.txt civilisation.txt ...
BTW I doubled the MaxCity-Settings in govern.txt, which encourages the AI to expand, but mostly by early conquest. Maybe I will try to re-reduce the settings for the early governments and make a greater difference between the early and the modern governments.
At this moment I think that the improvements by frenzy and diplomod to the tactical use AI's make of their armies could be used to tune up a little their goal_element-values for other activities, just as an example. Well I think there have been lots of contributions on this topic - the rest is a matter of trial and horror.
2. History/Advances/Governments
Generally I am aiming for a sort of 'history' that favors a pre-modern 'development'-period with as much of settling and 'peaceful' development as possible at the beginning with mostly settling and exploration. I try (and do not know at this moment how far I can get) to reduce batteling to a level of 'clearing borders' between nations instead of total war in this period. For example I try to alter the 'tech-tree' so that modern military advances should be available (much) later in the game but then (in the 'modern' era) industrial and specially military progress should be very quick. I am also trying to separate 'political' progress/choice of governments, from technological and economic progress and to rise the level of (cultural and economic) prerequisites for the availability of governments (my first motivation to care about this aspect resulted from always seeing the fascists occuring much too early - and being a major reason for much too early 'total wars' in the game, a second aspect ist seeing the brave communist countries always too weak, partly because this government is chosen too early in the game causing a lack of basic development lasting for the rest of the game.
I found the thread and script 'creating superpowers' here and for more fun with communism want to try to make use of it as follows:
Instead of merging civs 'by chance' and by a ratio of military strength and neighborhood I would like to do the following:
The founding of the USSR
- The strongest communist AI-nation in the world
(or the first one, handled by BeginTurn the strongest one will be the first one, except I don't know how 2 civs changing governments during the same turn will be handled in the next turn) gets the wonder 'USSR' (by Event:CreateWonder). This wonder should be available only for the AI (by granting EnableAdvance Apolyton)
- The according monument (visible wonder, I found a nice graphics for this) will be built near its capital by VisibleWonders.slc
- This 'leading socialist nation' will take over the
second strongest communist AI-nation, then the third
strongest communist AI-nation.
So the desired superpower would be created and it would certainly be fun watching how the USSR will develop (and 'consider' its further strategies). If you chose democracy (which is - at the given state of the game - usually the way leading to world-leadership) it would be fun to play 'cold war' with a serious counterpart for a while up to any desired degree of escalation.
I found the thread about 'how we can figure out what government a player is in - THE SOLUTION' by ImmortalWombat just before writing this post. Anyway I am not sure if I can deal with the two pieces of code since I am no programmer, I just can understand a code when reading it but have to look up every piece of syntax when trying to write some lines on myself . Anyway I will try - but if the genious creators of the original scripts would like to deal with the idea ... would be much more effective for sure.
BTW the main idea maybe extended to other governments (I just wouldn't like to see some merged fascist superpower on MY map, but sometimes I like to choose communism myself and in this case a 'democratic' superpower as a counterpart would be fun, although I have no convincing idea for a name/look and feel for such a merged superpower at this moment - just founding the USA seems too simple, apart from the fact that a 'united states of america' would have to involve at least some north- or south-americans whereas a 'union of socialist soviet republics' may exist anywhere in the world not necesserily involving any russians .).
3. Sprites and Tiles
As I intend to extend the 'modern age' in the gameplay, I added some units and tile improvements.
- First I am using the VisibleWonders_MOD, which is a great improvement for the athmosphere of the game and will also hopefully enable the building of the 'foundig of the USSR-monument'.
- Second I !tried! to use the CityExpansion_MOD, but got the impression that it slows things down a lot in the later stages of the game and leads to increased instability with savegame IF combined with VisibleWonders AND on an extended Gigantic map (although the routine for 'respecting' the wonders works fine IMO, i got the impression that the program just has to compute too much tiles each turn and at a certain point somehow messes up the data). It's a pity, but if it was simple to integrate EVERYTHING into ONE Mod, they would have done with ApoPack i suppose.
- BUT for the above mentioned reason I did the following things:
-- Integrated the great Helicopter sprite by Lev and made it an Attack Helicopter (moves like a Cargo Heli, shoots like an interceptor).
-- Integrated the Tanks and MechInf-Units from WorldAtWar_MOD and assigned them to different governments.
-- Took the old fascist from CTP1 and made it a red army (if you dont't tell he has been a fascist nobody will know - and he looks better than the other old infantry units - and he is already red ).
-- Due to the map size and other considerations I changed some properties of some units: Generally I increased the movepoints of sea- and airunits. The difference in range between Bomber and Stealth-Bomber is now greater - so the Bomber is not intercontinental, the Stealth-Bomber is (with my map-settings). Cruise Missiles have a greater range, but not by far intercontinental, nukes are definitely intercontinental (movement points practically out-of-the-map) - I think it ist somewhat more 'realistic' AND it is more fun if anybody can nuke anybody's capital and not just the village next to his border, specially as AIs do never launch nukes from submarines as far as I know them.
In regard of the nukes it also comes to the tile-improvement-extensions. But let me take one step after the other:
- First I just took the Bunker-feature from Activision's 'WW2-Scenario' as this feature is the best part of the 'Scenario'. I don't know if anobody already looked at how it is made but I think it is made quite clever and it works (after some initial problems ): Basically it is a tile improvement, a slc checks if a unit of a certain type moves to that ti, if this is the case a unit oft the same shape as the ti is created on the same tile:
In this particular case a bunker-unit (with zero movement points) sitting on the bunker-ti as long as the defined type of unit is sitting on the ti. One of the weird effects I had when first trying this feature in my MOD was the 'auto-withdraw' of a 'bunker-unit' from a 'bunker-tile' my enemy had occupied, as this happened infinitely i found quite a bunch of 'lonely-bunker-units' near my enemy's cities when I marched through his country a while later.
Therefore I had to create (define) a specific "Border-Guard"-Unit the AI doesn't built to make exclusive use of my bunkes (the AI won't build bunkers, so not letting them build Border-Guards does not handicap them too much). Maybe this is a provisory approach, a better solution would be desireable since occupying an enemy's bunker with any infantry as such is a legitimate military operation that should be possible for the AI .
- But as this works so far i would also like to recur to an old desire of mine that has also been mentioned somewhere in these forums I think by Maquiladora: the Missile Silo. This will be even easier than the bunker because occupation of the silo is not the question. I will just have to place a 'cargo-unit' able to 'transport' nukes over the according tile-improvement (I already found the graphics and integrated it to my copy of the TileFile).
- BTW I integrated also the Barbed Wire from Activisions Scenario, which does a fine work together with the Bunker (stops troops from moving over it within one round).
- ... and additionally but not finally i have been so free to replace the Forts in my humble MOD-Version of Martin G.'s LetAIsBuildForts.slc with a village, considering that AIs never use those forts to fortify their units and a village just looks nicer. BTW the human player can use this tile improvement too.
The managing directors of the research-dept. of the CTP-section of Apolyton.net have certainly already recognized that all this leads to the suggestion of certain extensions to the TileFile. I will indeed come in with such a suggestion when i figured out which tiles I !really! want for my MOD.
- Another idea in this context is making visible the capital of each civ by placing a 'physical' capitol/government building near the city similar to the VisibleWonders_MOD. Additionally and probably i could make it so that the 'original' capital gets an old-fashioned government-bldg and new 'capitols' built by capital.slc get a modern building. But I didn't deal much with this so far.
Ah oh yes - a last thing i did yesterday: Just to prove and confirm that CityExpansion IS a great script, I took a piece of code from it and made it a preserveforts.slc. It has always been annoying that my own mayors build farms and mines over my strategycally important and expensive military facilities and the only practicable way to prevent them from doing this was terraforming the military terrain to forest before building a Fort or an AirBase. Preserveforts.slc just keeps them off building anything over Forts, AirBases, Bunkers, BarbedWires (later MissileSilos) etc. as the original script does for CityExpansions.
Well I think I achieved the demanded text length - let's stay in contact and good night for today.
I would like to report to the experienced community the main issues of what I did and would like to do and I would really appreciate any kind of hints and helps, ideas, suggestions or whatsoever if somebody is interested.
1. Map size & Number of civilizations
a) map size
As far as I understood some of the postings here, the Ultra-Gigantic Map (files called something like APOLUL_* in the previous version) disappeared from the Apolyton pack due to common stability problems. I experimented with several map sizes and found one that turned out as stable so far, at least on my pc - so 'gigantic' in this post means 140 x 280.
At this size I am playing with 10 (userprofile: 11) nations and I could modify map.txt to obtain satisfying random map layouts (avoiding the feared 'archipeligo'-effect). At least two posts/threads in this section of the forum have been very helpful on this behalf (for Martin G.: I didnt't !understand! the file either, it is still an intuitive and quite painful procedure).
BUT I am absolutely unable to achieve a more/less reliable 'fair' player-placement. The program insists on placing some players verrrry close to each other and therefore not using more/less large landmasses for placing anyone (and I simply don't like stepping upon Moscow some turns after having left Paris but later in the game finding a whole continent without any life on it). Instead I would like to obtain a placement as distant as possible without using the cheat-mode (also for giving the AI a chance for settling down and developping some kind of civilisation that ist worth being conquered later on ).
I tried with the settings in const.txt and gained no real understanding but some impression about how those constants are at least meant:
NICE_RADIUS: seems to be most effective, IF the setting ist somewhat 'realistic' in relation to the map size - which means giving it an exaggerated value doesen't make it. I gave it a value of 30 which is somewhat better than the original 10 (i can see and hear the program trying hard to compute and fullfill it ) but not reliable at all.
MIN_ABSOLUTE_START_DISTANCE: seems to mean nothing more but the players should not be placed within the possible radius of the first city of their neighbors. Giving this constant a significantly higher value caused no effect as far as I tried.
MIN_CONTINENT_START_SIZE: seems to determine the min size of a continent for allowing a player to be placed on it. Therefore I adapted it only slightly to my bigger map (it is now 15) - but I could not observe reliable effects, it still happens that all the folks are sharing an overcrowded continent while none is placed on the friedly and quite large island beneath.
Facit: I am not even sure if the values stand for tiles (quite sure for 1. und 2. but not sure for 3.) or for some kind of 'range' or 'priority' that has nothing to do with tiles and/or is computed with and relativated by some other values I have not seen and/or understood - and this is even harder to understand in map.txt.
If anybody knows some other possibilities to obtain a 'better' placement or some secret relations to other *.txt's, please let me and us know.
b) civilizations, number and basic settings
My intention ist not to play on a 'ultra gigantic' map with a vaste number of nations but i am trying to 'persue' the decent number of civs I choose to build up their respective states and to grow to a respectable size in order to have more 'serious' counterparts in the later game (I dont' like struggeling around for centuries with spearmen and catapults keeping me and specially the AI off developing anything but military units). They might do this either by conquest and/or settling/research/improvements. If they do it by conquest I would like to see them following some strategic intention. SAP has improved their behavior a lot specially concerning the rationality of their military operations (I see them !systematically! conquer their neighbors now, which i had never seen in the 'vanilla'-version - sometimes they reach considerable empire-sizes this way). Still I am not satisfied, because they seem to spend all of their 'cheat'-bonuses either on military strength (in most cases) or on scientific advance ('Ghandi'-strategy) - and in almost any case loose their interest in expanding by settling or in building wonders at a certain point. Therefore I am still experimenting with the settings in goals.txt, strategies.txt civilisation.txt ...
BTW I doubled the MaxCity-Settings in govern.txt, which encourages the AI to expand, but mostly by early conquest. Maybe I will try to re-reduce the settings for the early governments and make a greater difference between the early and the modern governments.
At this moment I think that the improvements by frenzy and diplomod to the tactical use AI's make of their armies could be used to tune up a little their goal_element-values for other activities, just as an example. Well I think there have been lots of contributions on this topic - the rest is a matter of trial and horror.
2. History/Advances/Governments
Generally I am aiming for a sort of 'history' that favors a pre-modern 'development'-period with as much of settling and 'peaceful' development as possible at the beginning with mostly settling and exploration. I try (and do not know at this moment how far I can get) to reduce batteling to a level of 'clearing borders' between nations instead of total war in this period. For example I try to alter the 'tech-tree' so that modern military advances should be available (much) later in the game but then (in the 'modern' era) industrial and specially military progress should be very quick. I am also trying to separate 'political' progress/choice of governments, from technological and economic progress and to rise the level of (cultural and economic) prerequisites for the availability of governments (my first motivation to care about this aspect resulted from always seeing the fascists occuring much too early - and being a major reason for much too early 'total wars' in the game, a second aspect ist seeing the brave communist countries always too weak, partly because this government is chosen too early in the game causing a lack of basic development lasting for the rest of the game.
I found the thread and script 'creating superpowers' here and for more fun with communism want to try to make use of it as follows:
Instead of merging civs 'by chance' and by a ratio of military strength and neighborhood I would like to do the following:
The founding of the USSR
- The strongest communist AI-nation in the world
(or the first one, handled by BeginTurn the strongest one will be the first one, except I don't know how 2 civs changing governments during the same turn will be handled in the next turn) gets the wonder 'USSR' (by Event:CreateWonder). This wonder should be available only for the AI (by granting EnableAdvance Apolyton)
- The according monument (visible wonder, I found a nice graphics for this) will be built near its capital by VisibleWonders.slc
- This 'leading socialist nation' will take over the
second strongest communist AI-nation, then the third
strongest communist AI-nation.
So the desired superpower would be created and it would certainly be fun watching how the USSR will develop (and 'consider' its further strategies). If you chose democracy (which is - at the given state of the game - usually the way leading to world-leadership) it would be fun to play 'cold war' with a serious counterpart for a while up to any desired degree of escalation.
I found the thread about 'how we can figure out what government a player is in - THE SOLUTION' by ImmortalWombat just before writing this post. Anyway I am not sure if I can deal with the two pieces of code since I am no programmer, I just can understand a code when reading it but have to look up every piece of syntax when trying to write some lines on myself . Anyway I will try - but if the genious creators of the original scripts would like to deal with the idea ... would be much more effective for sure.
BTW the main idea maybe extended to other governments (I just wouldn't like to see some merged fascist superpower on MY map, but sometimes I like to choose communism myself and in this case a 'democratic' superpower as a counterpart would be fun, although I have no convincing idea for a name/look and feel for such a merged superpower at this moment - just founding the USA seems too simple, apart from the fact that a 'united states of america' would have to involve at least some north- or south-americans whereas a 'union of socialist soviet republics' may exist anywhere in the world not necesserily involving any russians .).
3. Sprites and Tiles
As I intend to extend the 'modern age' in the gameplay, I added some units and tile improvements.
- First I am using the VisibleWonders_MOD, which is a great improvement for the athmosphere of the game and will also hopefully enable the building of the 'foundig of the USSR-monument'.
- Second I !tried! to use the CityExpansion_MOD, but got the impression that it slows things down a lot in the later stages of the game and leads to increased instability with savegame IF combined with VisibleWonders AND on an extended Gigantic map (although the routine for 'respecting' the wonders works fine IMO, i got the impression that the program just has to compute too much tiles each turn and at a certain point somehow messes up the data). It's a pity, but if it was simple to integrate EVERYTHING into ONE Mod, they would have done with ApoPack i suppose.
- BUT for the above mentioned reason I did the following things:
-- Integrated the great Helicopter sprite by Lev and made it an Attack Helicopter (moves like a Cargo Heli, shoots like an interceptor).
-- Integrated the Tanks and MechInf-Units from WorldAtWar_MOD and assigned them to different governments.
-- Took the old fascist from CTP1 and made it a red army (if you dont't tell he has been a fascist nobody will know - and he looks better than the other old infantry units - and he is already red ).
-- Due to the map size and other considerations I changed some properties of some units: Generally I increased the movepoints of sea- and airunits. The difference in range between Bomber and Stealth-Bomber is now greater - so the Bomber is not intercontinental, the Stealth-Bomber is (with my map-settings). Cruise Missiles have a greater range, but not by far intercontinental, nukes are definitely intercontinental (movement points practically out-of-the-map) - I think it ist somewhat more 'realistic' AND it is more fun if anybody can nuke anybody's capital and not just the village next to his border, specially as AIs do never launch nukes from submarines as far as I know them.
In regard of the nukes it also comes to the tile-improvement-extensions. But let me take one step after the other:
- First I just took the Bunker-feature from Activision's 'WW2-Scenario' as this feature is the best part of the 'Scenario'. I don't know if anobody already looked at how it is made but I think it is made quite clever and it works (after some initial problems ): Basically it is a tile improvement, a slc checks if a unit of a certain type moves to that ti, if this is the case a unit oft the same shape as the ti is created on the same tile:
In this particular case a bunker-unit (with zero movement points) sitting on the bunker-ti as long as the defined type of unit is sitting on the ti. One of the weird effects I had when first trying this feature in my MOD was the 'auto-withdraw' of a 'bunker-unit' from a 'bunker-tile' my enemy had occupied, as this happened infinitely i found quite a bunch of 'lonely-bunker-units' near my enemy's cities when I marched through his country a while later.
Therefore I had to create (define) a specific "Border-Guard"-Unit the AI doesn't built to make exclusive use of my bunkes (the AI won't build bunkers, so not letting them build Border-Guards does not handicap them too much). Maybe this is a provisory approach, a better solution would be desireable since occupying an enemy's bunker with any infantry as such is a legitimate military operation that should be possible for the AI .
- But as this works so far i would also like to recur to an old desire of mine that has also been mentioned somewhere in these forums I think by Maquiladora: the Missile Silo. This will be even easier than the bunker because occupation of the silo is not the question. I will just have to place a 'cargo-unit' able to 'transport' nukes over the according tile-improvement (I already found the graphics and integrated it to my copy of the TileFile).
- BTW I integrated also the Barbed Wire from Activisions Scenario, which does a fine work together with the Bunker (stops troops from moving over it within one round).
- ... and additionally but not finally i have been so free to replace the Forts in my humble MOD-Version of Martin G.'s LetAIsBuildForts.slc with a village, considering that AIs never use those forts to fortify their units and a village just looks nicer. BTW the human player can use this tile improvement too.
The managing directors of the research-dept. of the CTP-section of Apolyton.net have certainly already recognized that all this leads to the suggestion of certain extensions to the TileFile. I will indeed come in with such a suggestion when i figured out which tiles I !really! want for my MOD.
- Another idea in this context is making visible the capital of each civ by placing a 'physical' capitol/government building near the city similar to the VisibleWonders_MOD. Additionally and probably i could make it so that the 'original' capital gets an old-fashioned government-bldg and new 'capitols' built by capital.slc get a modern building. But I didn't deal much with this so far.
Ah oh yes - a last thing i did yesterday: Just to prove and confirm that CityExpansion IS a great script, I took a piece of code from it and made it a preserveforts.slc. It has always been annoying that my own mayors build farms and mines over my strategycally important and expensive military facilities and the only practicable way to prevent them from doing this was terraforming the military terrain to forest before building a Fort or an AirBase. Preserveforts.slc just keeps them off building anything over Forts, AirBases, Bunkers, BarbedWires (later MissileSilos) etc. as the original script does for CityExpansions.
Well I think I achieved the demanded text length - let's stay in contact and good night for today.
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