Announcement

Collapse
No announcement yet.

On why I abandoned CTP2, and whether mods make it worth another look

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    I would suspect that specialists are hit by crime too, as they affect the base number generated.
    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...

    Comment


    • #32
      Have to use the patch for mods, right? I never bothered with it because I heard it didn't do squat for SP.
      (\__/) Save a bunny, eat more Smurf!
      (='.'=) Sponsored by the National Smurfmeat Council
      (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

      Comment


      • #33
        Code:
         II. Outline Of Changes
        
        A.	Multiplayer Issues
        -	Resolved several general issues.
        -	Addressed synchronization issues.
        -	Issues with nukes in network games have been resolved.
        -	Huge improvements to stability overall.
        -	Resolved client border update issue with captured cities.
        B.	Diplomacy Issues
        -	Embargo button on Diplomacy Manager remains enabled when confirmation is cancelled.
        -	Resolved some AI issues regarding diplomacy.
        C.	Miscellaneous
        -	Message occurring when a Wonder is nearly complete is now triggered earlier.
        -	Various general and stability issues with Scenarios have been addressed.
        -	Several text issues in the non-US versions of Call to Power II have been resolved.
        Probably some other stability issues they didnt mention and the mods need it yeah.
        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


        • #34
          And for anyone thinking about giving Cradle a try, I'm posting the most FAQ that I get...

          The game will seem to freeze up within a few turns of starting - either I entered a goody hut, or for no particular reason at all.

          The game is not actually freezing up, but it is processing what the civ is getting from a goody hut. This is caused by some unknown element in the militia SLIC coding - unfortunately, we haven't been able to fix this problem. The game will take anywhere from 1-2 minutes to process the info

          And once the goody huts are cleared out, this is no longer an issue.

          If you want to eliminate the problem, go into CRA_risks.txt and look for the following lines of text.

          ADVANCE_HUT_CHANCE 0.15
          UNIT_HUT_CHANCE 0.20

          and change the numbers to

          ADVANCE_HUT_CHANCE 0.0
          UNIT_HUT_CHANCE 0.0

          If you do this, you will not get free units/advances from the goody huts though.
          Last edited by hexagonian; November 21, 2002, 17:00.
          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...

          Comment


          • #35
            You should probably put that FAQ in the FAQ thread if it's not already there...

            Edit: I see you thought of this already

            Comment


            • #36
              Hmmm, that's good to know. What the heck could it be doing for 1-2 minutes of processor time?????
              (\__/) Save a bunny, eat more Smurf!
              (='.'=) Sponsored by the National Smurfmeat Council
              (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

              Comment

              Working...
              X