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  • #16
    Yeah, I also like vanilla versions, but in CtP2 it's different. If you play it vanilla, you will really be disappointed with all the bugs, awful AI, balance issues, etc.

    So take the source code build, Apolyton Pack and play then. It's indeed more like a patch than a mod, it sets things right instead of overhauling the gameplay, as Maq says.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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    • #17
      the ai didn't seem too bad when I played today.

      I was on easy level and losing cities to the ai . granted, I had trouble keeping track of the enemy units. and for some reason it didn't show the battle animation when I was defending my base. I had no idea I lost the base

      where do I start. There are so many things I hate about this game. Now I know why I quit playing 2 previous times.

      As I've said, there are many cool concepts. When reading the manual, the game seems cool as hell. But then the actual gameplay begins.

      Are there any mods that can fix the interface? The game is clunky and not smooth. It's a real pain doing anything. even scrolling the screen around is jerky. I tried using the arrows on the keyboard, but those aren't really any better.

      another problem I have is the message system. Yeah I kind of tried to get in the habit of checking the messages every turn. But it's a real pain. And then you can't see the right part of the message because the message is too long and goes past the right part of the box.

      Important messages need to be popups. I may hate popups on the internet, but I like them for important events in game.

      And the city build screen, and the city screen. So many tabs... argh.

      Oh well, I gave it 3 shots.

      Comment


      • #18
        Originally posted by Dissident
        the ai didn't seem too bad when I played today.

        I was on easy level and losing cities to the ai . granted, I had trouble keeping track of the enemy units. and for some reason it didn't show the battle animation when I was defending my base. I had no idea I lost the base
        Was the city unguarded? You wont see the battleview if theres no units in your city. All it takes is a simple scan around your cities to see, theres also the city capture sound playing when you lose a city.

        Are there any mods that can fix the interface? The game is clunky and not smooth. It's a real pain doing anything. even scrolling the screen around is jerky. I tried using the arrows on the keyboard, but those aren't really any better.
        I could easily level the same thing at smac and definitely civ3.

        Did you lower the scroll delay to 0 in Options > Advanced? I think most people play using scroll delay 0, it defaults to 5 I think though. On 0 its a lot smoother than civ3 or smac.

        another problem I have is the message system. Yeah I kind of tried to get in the habit of checking the messages every turn. But it's a real pain. And then you can't see the right part of the message because the message is too long and goes past the right part of the box.
        If you cant get into the hang of using the msg tab (I couldnt), just use the national manager (F2) and the city manager occaisionally (F3), if you dont check those for queues you can catch your cities for yellow names, meaning an empty queue.

        F2 > status tab is a lot easier to check every now and then. If you make queues or occaisionally make the same queue for many cities (say Theatre and Granary in new cities) you shouldnt need to check this often once you get used to it.

        The queue system is really important, especially editing many queues at once, youll find you have so much free time to enjoy thinking strategically than doing endless clicks as in smac or civ3.

        Important messages need to be popups. I may hate popups on the internet, but I like them for important events in game.
        I agree losing a city should be a popup its more immersive, but its hardly a gamebreaker since you run a quick check over your land each turn anyway. If you dont then I suggest you play the game more slowly at first and youll speed up a lot when you get used to it.

        And the city build screen, and the city screen. So many tabs... argh.
        You should hardly need to use most of the tabs in the city manager often, only the "Specialists" and sometimes the "Units" tab. F3 or right-clicl > city manager on the city.

        Oh well, I gave it 3 shots.
        You may have given it 3 shots but I doubt very much you gave the same effort to familiarize yourself with the interface as you did smac or civ3. You must know you dont get familiar with it after one or three games.
        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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        • #19
          Yeah, Diss, just put a bit of effort into it. Play it for two or three days, and you will get used to the interface. If I could get used to the horrible graphics of SMAC, you can get familiar with the CtP2 interface.
          Solver, WePlayCiv Co-Administrator
          Contact: solver-at-weplayciv-dot-com
          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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          • #20
            Originally posted by Maquiladora


            Was the city unguarded? You wont see the battleview if theres no units in your city. All it takes is a simple scan around your cities to see, theres also the city capture sound playing when you lose a city.



            I could easily level the same thing at smac and definitely civ3.

            Did you lower the scroll delay to 0 in Options > Advanced? I think most people play using scroll delay 0, it defaults to 5 I think though. On 0 its a lot smoother than civ3 or smac.



            If you cant get into the hang of using the msg tab (I couldnt), just use the national manager (F2) and the city manager occaisionally (F3), if you dont check those for queues you can catch your cities for yellow names, meaning an empty queue.

            F2 > status tab is a lot easier to check every now and then. If you make queues or occaisionally make the same queue for many cities (say Theatre and Granary in new cities) you shouldnt need to check this often once you get used to it.

            The queue system is really important, especially editing many queues at once, youll find you have so much free time to enjoy thinking strategically than doing endless clicks as in smac or civ3.



            I agree losing a city should be a popup its more immersive, but its hardly a gamebreaker since you run a quick check over your land each turn anyway. If you dont then I suggest you play the game more slowly at first and youll speed up a lot when you get used to it.



            You should hardly need to use most of the tabs in the city manager often, only the "Specialists" and sometimes the "Units" tab. F3 or right-clicl > city manager on the city.



            You may have given it 3 shots but I doubt very much you gave the same effort to familiarize yourself with the interface as you did smac or civ3. You must know you dont get familiar with it after one or three games.
            thanks for the response.

            I did notice the cities with the yellow names. I had a feeling that's what it meant. It would be nice if it would display what the city is building on the world map (as in smac and civ3)

            and I do believe my cities were guarded. They had 1 hoplite in them. I take it guarding cities with 1 unit is not enough . What's a good amount to put in the cities?

            and I'll try that scroll delay- I didn't see the option for it. I may have missed it.

            maybe I'll mess around with it some more.

            As for the ai. I was impressed they used their ships and dropped their units behind the "front line" and to my rear most cities. I still have yet to build any ships. Is navy actually important in this game?

            also what facilities do you guys build? It doesn't actually say what exactly granaries do.

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            • #21
              and if I had played this game first, and then went to smac and civ3, I'd probably be more used to this interface. But I've been spoiled on those games for a while.

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              • #22
                Originally posted by Dissident
                It would be nice if it would display what the city is building on the world map (as in smac and civ3)
                I agree in one way. Best if you could toggle which 3 to show, Name, Building/time to build, and turns to next growth. Maybe this will happen in the sourcecode project eventually, I know turns to new growth figure is being worked on.

                and I do believe my cities were guarded. They had 1 hoplite in them. I take it guarding cities with 1 unit is not enough . What's a good amount to put in the cities?
                Any military v another should bring up the battleview.

                I usually have 1 or 2 cheap units to increase happiness. Defending inside your own cities should be a last resort, use cheap units along your border to see the enemy coming so you can fight them halfway. Or you can build forts and listening posts but it becomes expensive and they can be pillaged if you lose control of the area.

                As for the ai. I was impressed they used their ships and dropped their units behind the "front line" and to my rear most cities. I still have yet to build any ships. Is navy actually important in this game?
                Its more important than in civ3 for example, to protect trade routes and your sea improvements and to pillage the enemy, so it can become really useful.

                also what facilities do you guys build? It doesn't actually say what exactly granaries do.
                You really havent played at all have you.

                It says in the Great Library (civilopedia) and in the build manager when you select it - it gives +10% food and protects from starvation for 5 turns.

                Latest news coverage, email, free stock quotes, live scores and video are just the beginning. Discover more every day at Yahoo!
                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


                • #23
                  I started my first game of Ctp2 tonight, I finally got a break from the wife and kids...just a few questions.

                  I read above about the scroll delay, and that will be a good suggestion for me, I'll set that to zero. However, when scrolling around the map, it goes way too fast. Especially in the beginning of the game when all I see is 20 or so squares around me, it's hard to stop on a dime.

                  I can see many things are similar to Ctp1, but one thing seems to be missing. I used to be able to right click on a city and see what squares were being worked. How do you do that in CtP2?

                  As far as strategy, apparently I sunk too much money into public works as I'm being out researched and produced. I've already learned I need to scale that back.

                  I'm only 30 turns in the game so far...
                  Haven't been here for ages....

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                  • #24
                    Nice to see someone having a proper crack at it.

                    Originally posted by Shogun Gunner
                    I read above about the scroll delay, and that will be a good suggestion for me, I'll set that to zero. However, when scrolling around the map, it goes way too fast. Especially in the beginning of the game when all I see is 20 or so squares around me, it's hard to stop on a dime.
                    I use the arrow keys for small movements and cursor to edge of screen or the mini-map for larger moves, or rarely for a big overview zooming out max.

                    I can see many things are similar to Ctp1, but one thing seems to be missing. I used to be able to right click on a city and see what squares were being worked. How do you do that in CtP2?
                    I guess you didnt read those 3 threads Martin pasted earlier in this thread.

                    But perhaps its not so good to know the system inside-out when youre playing the first time.
                    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


                    • #25
                      Yes, busted Especially embarasing since I asked you to repost since I couldn't read them the first thing!

                      I finally got a few moments to play this weekend, so I dove right in. I'll revisit those threads.

                      So far, I'm enjoying it. The interface isn't bad -- but there are a lot of tabs. I don't consider that a negative, but it just takes a bit of time to get use to it. I usually know *what* I'm looking for, and finding it on the second or third place I look.
                      Haven't been here for ages....

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                      • #26
                        'you must unlearn all you have learned'

                        But you've reminded me to get on and finish my 'used to play civ - now trying CTP2?' newbie play guide
                        'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                        Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                        • #27
                          Don't worry, you'll get used to the CtP2 interface. Won't take too much time.

                          And CoT, I hope that guide is more strategic, because we already have a game-mechanics and main-differences guide.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • #28
                            I think CoT is writing a more step-by-step newbie guide for the AE manual?
                            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


                            • #29
                              sorry for the OT, but since this is a welcoming thread (and popular)
                              i'd like to ask the coders (or whoever) to check out this thread this help thread
                              46 views but no (useful) replies?

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                              • #30
                                Originally posted by Maquiladora
                                I think CoT is writing a more step-by-step newbie guide for the AE manual?
                                Yes - its for when we release the new AE version, and it will be a complete('monkey see - monkey do') step-by-step description to the UI, with a walk through playguide of a good number of turns aimed at the complete newbie to CTP2(As complaints aimed at CTP2 often stem from here).
                                I'll test it on my gf to ensure its bullet proof, as she's never played civ or ctp......or any other kind of tbs

                                As for a strat guide, someone else will have to do that - i dont use strat guides myself so wouldn't know where to start
                                Last edited by child of Thor; January 19, 2005, 06:34.
                                'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                                Bush's Republican=Neo-con for all intent and purpose. be afraid.

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