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  • #31
    1) In addition to what Pedrunn said, we have to warn that we've never actually added new terrain types to the regular game yet. In theory it should be possible but quite frankly noone has tried, so if they will actually be used by the map-generator is unknown. But even if that doesn't work, SLIC might be able to help out. And even if that should fail, 4 times almost 30 trade good is still a lot

    2) The City Manager helps a lot in this respect: it displays the population size of the city and the Growth bar gives you the city growth. If the population of a city exceeds a multiple of 10,000, your city grows (so a city with 89,000 people and a growth of +1,500 will grow from size 8 to size 9 in the next turn). If the growth bar is red, your city is starving, if it's green it's growing (the bigger the bar, the faster the growth) and red + green indicates overcrowding: your city is so big and polluting that some of the growth is lost. The red part shows how much growth is lost to overcrowding.

    Basic modding is very simple, anyone can do it: everything you need is in text files (and most of the graphics are in tga format). For complicated stuff like modding the AI, diplomacy or SLIC, some experience is useful but many things like changing unit stats or adding governments can be learned in days, if not hours.
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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    • #32
      The only way to get more forums is if the post-rate goes up further - but MP would be a more likely candidate for a new forum than Strategy (of course, if the MP discussion goes, there will be more room for strategy threads on the first page)...
      So shouldnt we let the modwrap up thread drop and top one about strategy. I think it is more important.
      "Kill a man and you are a murder.
      Kill thousands and you are a conquer.
      Kill all and you are a God!"
      -Jean Rostand

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      • #33
        I still plan on making a similar thread to the 'important mods and scenarios' thread in the Creation forum here, with links to all important threads - but I haven't gotten around that yet. If you have a good suggestion for a thread to replace mod wrap-up and the rest of the community agrees, I'm all ears...
        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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        • #34
          Either today is April 1st or someone has taken over Vel's account...

          Please tell me this is a sick joke
          Speaking of Erith:

          "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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          • #35
            I still plan on making a similar thread to the 'important mods and scenarios' thread in the Creation forum here, with links to all important threads - but I haven't gotten around that yet. If you have a good suggestion for a thread to replace mod wrap-up and the rest of the community agrees, I'm all ears...
            Couldnt we vote like before. Funny while i am typing this here i am talking to you in the chat
            Either today is April 1st or someone has taken over Vel's account...

            Please tell me this is a sick joke
            No, just another Civ3er that tried CTP2 and enjoyed it more as usual
            "Kill a man and you are a murder.
            Kill thousands and you are a conquer.
            Kill all and you are a God!"
            -Jean Rostand

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            • #36
              Good news re: units tied to resources, but why would anybody WANT workers, in light of PW???
              Vel:

              I for one am a big fan of PW, never saw the point in moving hundreds of settlers/workers around just to build roads, but I thought if giving Civ series fans a "taste of home" in the worker system would make them at least play a few serious games of CTP2, and SEE and FEEL how the game is as opposed to just bagging it from the start because it's not "Sid's" (see below for THAT opinion!), then it's worth the time I put into it. After they play with PW and see how it is, they'll never go back.

              As per Sid, is HE an over-rated designer! In my opinion he's had TWO (read that TWO!) good games. Pirates and Civilisation 1. Other than that, they're either re-hashes, or just plain crap games. I mean look at Sid's Simgolf, here in Australia it's already in "EA Classics" boxes selling for $20! It's only been IN Australia for three months.

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              • #37
                Total newbie question....I looked in the manual and didn't find the first clue about it, and the army manager screen says nada, so what gives? How the heck do ya upgrade those old, obsolete units!? I've got some Hoplites, and my gut tells me there oughtta be a way to upgrade them all to Pikes, but.....

                -=Vel=-
                PS: Re-started my game in light of some observations made here and played to 800BC tonight, and am in firm control of the continent I started on. Busted some Zulu chops, but didn't kill them all! There's a coracle running about somewhere....or something! Dang it anyhow....::shrug:: That's okay....a couple of my near neighbors got little toe-holds on my continent, but I'm tolerating their presence....should make setting up embassies easier, which reminds me! I've got my first diplomats coming on line soon....recently switched to Republic and am peppering the landscape with spotter units whose only function is to dispel the fog of war inside my borders so I can better keep track of what the heck's going on.

                So far, every wonder that's been built belongs to yours truly, and I must say, the Forbidden Palace strikes me as having some juicy possibilities in the near and mid-term....::as he fiendishly plans::

                Thanks to everybody for recommending the game, I'm just sorry it took me so long to finally crack open the box!

                -=Vel=-
                (off to bed, with visions of world conquest dancing in my head)
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                • #38
                  Unfortunately you cant "automatically" update units ala Civ3 in the unmodded game. In Cradle and MedMod you can when you discover the prerequisite advance, you get to upgrade them on the same turn, if you have enough cash for each one in turn.
                  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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                  • #39
                    Originally posted by Maquiladora
                    Unfortunately you cant "automatically" update units ala Civ3 in the unmodded game.
                    I've often thought that would be a very worthy addition to CTP2... The updater code used in the mods, is good in that it requires planning ahead, but I do miss being able to update at will...

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                    • #40
                      Say, Provost, maybe you ought to set your prejudices aside sometime and try this game, give it and it's mods a decent chance to prove themselves - who knows, you might actually like what you see

                      Vel is far from the only Apolyton vet to have given it a try and liked it: Paul, Harlan, Leonidas, Lancer, Sagacious Dolphin, Rah, Yin - heck, if I'm not mistaken, even 'Apolyton Troll' Alexander's Horse doesn't mind CtP2 too much, if it wasn't for the lack of an MP community... Perhaps it's not such a bad game after all?

                      centrifuge,
                      Yeah, the Activision team thought it was a worthy addition as well, they were working on implementing just that feature in the game when the reorganisation hit and they were dismantled But it ain't all that hard to change the version in the mods to be more flexible if you want, I think there have been discussions about this in the creation forum...
                      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                      • #41
                        I've often thought that would be a very worthy addition to CTP2... The updater code used in the mods, is good in that it requires planning ahead, but I do miss being able to update at will...
                        I have already a variation of the unit updater that upgrades the obsolete units when you entrench an army in a city. But i do consider creating a new order to the units call upgrade. Wich from what i have is just a minor change.
                        Last edited by Pedrunn; September 24, 2002, 07:31.
                        "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


                        • #42
                          Originally posted by Pedrunn

                          I have already a variation of the unit updater that upgrades the obsolete units when you entrench an army in a city. But i do consider creating a new order to the units call upgrade. Wich from what i have is just a minor change.
                          Really? I remember some talk about doing this a while back, but didn't know that anything came of it. Sweet , So, how does the AI handle it? ...and how can I get a hold of it?

                          One more question: with the new upgrade order will the units still have to be in the cities? (my preference would be yes )

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                          • #43
                            Really? I remember some talk about doing this a while back, but didn't know that anything came of it. Sweet , So, how does the AI handle it? ...and how can I get a hold of it?
                            It only was possible because of a piece of code from my advance from city code.

                            One more question: with the new upgrade order will the units still have to be in the cities? (my preference would be yes )
                            This up to me to decide and i dont like the idea of upgrading right before the an attack for example so i believe the best is be in the city. So i agree with you. The AI just checks the army near cities every turn and starts upgrading from the biggest to the smallest army until the gold is gone. So that next time he can try again (opposed to the Peter Triggs unit updater i dont like the AI cheating so notable getting all their units upgraded for free).
                            "Kill a man and you are a murder.
                            Kill thousands and you are a conquer.
                            Kill all and you are a God!"
                            -Jean Rostand

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                            • #44
                              Awesome Pedrunn!! Another excellant addition to the game

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                              • #45
                                Originally posted by Velociryx
                                1) Any particular limit to the number of resources the game can support?
                                In therory you could add a very high number of good, that would be as high as the sky. But you have the 4 goods per terrain limit, but that could be broken with some extra terrains that looks like the original terrain with the same stats, but other goods. The main limit is the sprite limit, the game only supports 200 different unit, effect, city and good sprites. Only a hack like the Civ2 no limit hack would allow to break these limits. Of course Activision has to be asked for their consent to be able to post it here or you have to get the source.

                                -Martin
                                Civ2 military advisor: "No complaints, Sir!"

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