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  • Anyone want a MP game?

    I've been craving a MP game again, so if you're interested then post and we can arrange a game. No previous experience necessary.

    Or enter the Apolyton chat room: http://apolyton.net/misc/chat/

    Or use hamachi:

    Originally posted by Maquiladora
    I created a network on Hamachi anyway.

    name: Call to Power II

    password: apolytonctp2

    Hamachi basically allows you to play as if everyone was on a network.

    You can download it here:

    https://secure.logmein.com/products/hamachi/vpn.asp
    Last edited by Maquiladora; June 26, 2008, 05:46.
    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.

  • #2
    Hey man I've been busy with school since I went silent but I'll be back. I need at least half a month . Also looking forward to this being a testing experience.
    Last edited by HuangShang; June 22, 2008, 23:35.

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    • #3
      No problem HS.

      Still got a few to contact, but I sent off a load of emails to people in the MP registry and some people I used to play against, so we'll see who's still interested in a game or two.
      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


      • #4
        farms under cities yea or nay
        "

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        • #5
          NAY from me. Same for rush-buy obviously.

          What about mods?
          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


          • #6
            what did you have in mind
            "

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            • #7
              Originally posted by Badfuzzy
              what did you have in mind
              I dunno, slower science? I don't have any of the mods we used before, maybe I can check the old threads.
              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


              • #8
                Would a mod like SAP work in mp?
                "

                Comment


                • #9
                  Originally posted by Badfuzzy
                  Would a mod like SAP work in mp?
                  Most of SAP is to make the AI better, so it wouldn't be much use.

                  SAP has fairer values for terrain and terraforming though, like those used in the Apolyton Edition mod. Unless you like building mountains and hills around all your cities...

                  I found an old mod we used to get rid of ruins, but perhaps we can tweak that to just remove cities, settlers and advances from ruins, or make them much less likely.

                  Also a mod to remove scientist specialists, so we use lots of commerce improvemnts.
                  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


                  • #10
                    4x science, no cities/settlers/advances from ruins unless barb chance is increased greatly, more money from ruins, balance terrain, and no scientists?
                    "

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                    • #11
                      How is this:

                      - 4x slower sci

                      - 1.5x gigantic sized map (other sizes are unchanged)

                      - +100% more gold from ruins, no advances from ruins, +15% barbarian hut chance and +2 extra barbs from a ruin

                      - no graphs (incl one in loadsave window)

                      - all available tech choices (instead of random 4 only)

                      - 3 starting advances for all players - religion, agriculture, toolmaking

                      - no scientist specialists

                      TERRAIN from SAP/AE mod:
                      ========

                      food/production/commerce - add/remove advance > changed to

                      forest: 10/5/10 - agri.rev./agr.rev. > 5/15/5 - conservation/toolmaking
                      plains: toolmaking/toolmaking > toolmaking/agri.rev.
                      tundra: 0/5/0 - adv.composites/adv.comp > 5/5/0 - NONE/adv.composites
                      glacie: adv.composites/adv.comp > NONE/gaia theory
                      grassl: toolmaking/toolm. > agri.rev./agri.rev.
                      desert: 0/0/5 - agri.rev./agri.rev. > 0/10/5 - NONE/agri.rev.
                      swamp : industrial rev./indus.rev. > NONE/agri.rev.
                      jungle: 5/10/5 - agri.rev./agri.rev. > 10/10/5 - conservation/toolmaking
                      mounta: 0/15/10 - fusion/fusion > 0/15/5 - NONE/Fusion
                      hill : 5/10/10 - explosives/explos. > 5/10/5 - NONE/explosives

                      shallo: 10/10/5 > 10/5/10
                      deep : 10/10/5 > 10/5/10
                      volcan: 0/25/15 > 10/20/10
                      beach : 10/10/10 > 10/5/10
                      shelf : 5/10/5 > 10/5/10

                      d.moun: 0/10/10 - fusion/fusion > 0/15/5 - NONE/fusion
                      dunes : explosives/explos. > NONE/explosives
                      p.hill: 0/5/5 - explosives/explos. > 0/10/5 - NONE/explosives
                      p.moun: 0/10/5 - fusion/fusion > 0/15/5 - NONE/fusion

                      kelp : 15/10/0 > 15/5/10
                      reef : 10/15/5 > 10/10/10

                      rivers: 5/5/5 > 5/0/5

                      defence of all terrain doubled. e.g forest 25% > 50%, mountain 100% > 200%.
                      I removed advances from ruins as that is the most unbalancing, and gave that % to barbs. The max number of barbs from ruins on each level is 2, 4, 6, 8.

                      On a giga map with 4x slower science it might get boring, so I would suggest more starting advances, perhaps up to Monarchy or Longships at least. Or just tell the game to start in the renaissance.
                      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


                      • #12
                        I would be interested, after all it would be nice to play vs Maq again

                        I guess i should try and contact Barley - see what he is up to these days!

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                        • #13
                          Hi Toni just tell me when you're free and we can arrange for some carnage again.

                          I sent Barley a forum message yesterday but I didn't notice it seems to be his birthday today, so I doubt I'll see any reply yet. He also may not use the email connected to the forum anymore.

                          Perhaps I'll just give in and install ICQ, to see if a few others are still around.
                          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


                          • #14
                            Originally posted by Maquiladora
                            How is this:



                            I removed advances from ruins as that is the most unbalancing, and gave that % to barbs. The max number of barbs from ruins on each level is 2, 4, 6, 8.

                            On a giga map with 4x slower science it might get boring, so I would suggest more starting advances, perhaps up to Monarchy or Longships at least. Or just tell the game to start in the renaissance.
                            Sounds good
                            "

                            Comment


                            • #15
                              5:10pm here, will be in the lobby at 6.
                              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

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