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  • Multiplayer Tournament?

    Anyone interested in another tournament?

    I was thinking teams of two this time if we can get enough people to play. Any ideas are welcome of course

    Any rules/mods etc. can be decided here if theres enough interest.
    "

  • #2
    As i said id play another tournament as long as its teams of 2, because its more entertaining. Or even as long as its more than 2 players a game, doesnt have to be teams.
    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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    • #3
      Count me in...........................

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      • #4
        I should be able to make it.
        Although if you guys are all in the States and me in Australia it'll be tough trying to synchronise... and have any decent amount of gameplay.

        Must finish the SP Tournament first though, then we'll see what pans out with this MP Tournament.

        Cheers all.
        3am...! Can't be, I just started...!
        ~~~~~~~~~~~~~~~~~~~~~
        Ahhh, my first Nuke!
        Now the fat lady's singin'...

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        • #5
          Welcome Shadow, so now we need Barley, where is he, come on there show yourself

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          • #6
            I should pay attention to the flags you guys have up... I guess we're scattered all over the planet.
            3am...! Can't be, I just started...!
            ~~~~~~~~~~~~~~~~~~~~~
            Ahhh, my first Nuke!
            Now the fat lady's singin'...

            Comment


            • #7
              Looks like a WW3

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              • #8
                Im not in Mexico (yet). England here, but dont worry Shadow, some of us are up very late.

                Ive also been working on a multiplayer mod (with no AI tweaks) to basically balance gameplay and enhance and give more diverse strategies for players to use (rather than us all using the same one ). Me and EPW had a chat about some stuff to get the ball rolling a while ago and it developed from there. Have a look at the basic readme attached.
                Attached Files
                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


                • #9
                  - All governments now have no city cap. The aim is to encourage greater variety in gameplay and strategy. May need some other changes to avoid exploiting switching governments and numerous other tweaks.
                  Variety in Strategy??? Its just going to be who can pump out the most settlers the fasted. I think the city caps are fine the way they are, to be lowered if anything, but definitly not removed....

                  I think I like the other changes, but I would of course need to play it....
                  "

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                  • #10
                    Dont knock it until youve tried it

                    There will be pumping out of settlers, but the whole game wont be about that. In CtP1 the city caps are so high you dont even reach them most of the time, but that doesnt encourage building settlers non-stop in most of your cities. You need to let existing cities grow, to defend them, and to build public works and city improvements. All that takes more thought and timing than building 10-20 new cities at once after a government change, building ALL the same buildings in everyone of them at once, terraforming/improving them all in one large PW spending, that doesnt take much thought or timing.

                    But i want some more thoughts on it. Im not going to play this mod by myself.

                    edit: BTW ill move this mod idea to another thread. Im quite happy to use unmodded or a modded game for any tournament we might have.
                    Last edited by Maquiladora; August 10, 2004, 12:07.
                    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


                    • #11
                      Originally posted by Maquiladora
                      There will be pumping out of settlers, but the whole game wont be about that. In CtP1 the city caps are so high you dont even reach them most of the time, but that doesnt encourage building settlers non-stop in most of your cities. You need to let existing cities grow, to defend them, and to build public works and city improvements. All that takes more thought and timing than building 10-20 new cities at once after a government change, building ALL the same buildings in everyone of them at once, terraforming/improving them all in one large PW spending, that doesnt take much thought or timing.
                      I've been playing CTP1 PBEM as you know and its all about pumping out settlers till you reach the limit. Its the least favorite part of CTP1 for me because I don't build any improvements until I've built my 40th settler. Yes I do have to build units for defence but no tile improvements are neccassary. There is stradegy in expanding in "jolts", from the preperation to do so (which can need a lot of planning espacially for facism). I also don't see why there would be a variety in building city improvements with no cap. I also don't see how there will be ANY timing nor much thought with no city limit. I mean, your just going to build settlers with a few units to defend the new cities. It would cause one of the problems that is in civ3 now (your favorite game I know ) of mass expansion until all the land is taken up in the game. As for PW, its not just one large PW spending, theres stradegy in that too. Either by saving up and sacrificing production until for the next expansion, or building buildings or units for defence, and replacing outdated tile improvements that were already built. There are a variety of stradegies for this. With out the city cap, new cities would probably just get their inner ring filled with farms and never be looked at again.

                      Of course I would be willing to try it, maybe your right.
                      "

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                      • #12
                        Originally posted by EPW
                        ...but no tile improvements are neccassary.
                        As i understood it, building mines on mountains early and working them at 2 pop to get a fast settler was a common strategy?

                        I also don't see why there would be a variety in building city improvements with no cap.
                        I didnt mean a variety in choice of the types of buildings (although we should look into fixing that too), i meant because when you build 15 cities all at once, they all have the same build queue timing = little maintenance = boring.

                        [quote] I also don't see how there will be ANY timing nor much thought with no city limit. I mean, your just going to build settlers with a few units to defend the new cities. [/qupte]

                        The extra thought comes with expanding at different rates, and choosing when to, instead of expanding in one big lump with a government city cap in place.

                        It would cause one of the problems that is in civ3 now (your favorite game I know ) of mass expansion until all the land is taken up in the game.
                        Yeah this is one thing that came to my mind aswell. I just shrugged it off and called it more realistic than stopping for an invisible cap

                        As for PW, its not just one large PW spending, theres stradegy in that too. Either by saving up and sacrificing production until for the next expansion, or building buildings or units for defence, and replacing outdated tile improvements that were already built. There are a variety of stradegies for this. With out the city cap, new cities would probably just get their inner ring filled with farms and never be looked at again.
                        Yeah OK there is some strategy to dealing with PW with a city cap, but its an awful lot easier and less choices have to be made when 20 of your cities are at one stage in development, and the other 15 are at another stage, really only a few choices need to be made, tile imp the younger ones, or keep building in cities.

                        As opposed to a no-cap system, where most cities would be at different stages of tile improvement and building development, which throws up more decisions.

                        Try a game with all governments set to a city cap of 1000. Ive been planning to playtest some other changes but dont have time yet.
                        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


                        • #13
                          I may be up for a MP Tourney but I don’t have as much time as I used to. As long as there is a reasonable time to get the games in and an understanding I have limited time ill give it a go but don’t want to hold people up.

                          At best guess I am probably going to be free 2-3 nights a week for 4-6 hours a time.


                          As for City limits, initially I didn’t like the idea as im not a big fan of ICS but would be willing to give it a go simply because itd be a change…

                          How great this game is that we can change it around to vary the interest and game strategy

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