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  • #46
    Originally posted by Peter Triggs


    The Coup D'Etat should have been triggered by your previous conquest of some other nation. When you defeat a nation then, if you're relatively strong a Coup will take place. It's rather linear I'm afraid because as soon as you take out one nation, you're on the road to running away with the game.
    I did take out Canada three turns before, so that's what must have triggered the Coup. Thanks.

    I'm working on the second patch. I think I can fix it so that the AI civs will keep up with you in science almost right to the end of the game.
    The only the patch available is the one you put up right after you announced CtC right?
    "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

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    • #47
      Great AI

      The Ai are very effective now, build more units will use far more powerfull weaponary,

      i think you need at least over 350units to win, on this type of game i found it is better off conquering civs during the modern part of the world.

      Everyone razes my cities to the ground.

      Comment


      • #48
        Peter:

        I did a tech tree of CTC, I got lost where the new units come into play. I didn't find a previous or future tech for "SUB-NEURAL ADS", did I get things wrong?

        I tried to upload the file in the post but since I did it in excel it won't upload in poly.

        I also noticed that the tank doesn't update to fusion tank, and that other units don't have previous units they can be updated to. This is the case of marines, hover infantry, etc. Did you have any particular reason for doing this?

        Thanks and sorry about the hassle.
        "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

        Comment


        • #49
          SUBNEURAL_ADS is kept without previous or future techs so that it can be used as a null advance in the game files. It means we can assign an advance to tile improvements, units, buildings etc. which the AI can never research, so that it can't build things it shouldn't, like Wonder units, visible wonders, GoodMod improvements and so on.


          If you zip your excel sheet, the zip file can be attached.
          Concrete, Abstract, or Squoingy?
          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

          Comment


          • #50
            Peter,

            Outstanding work! Best mod I've ever played (and that is quite a compliment, as there are some excellent mods on here).

            Random thoughts:
            -I've had the AI bombard me, either bombarding my cities or bombarding my army when it is trying to take a city.

            -This is one I haven't seen posted yet: you can destroy ALL tile improvements with a ship in one turn! When I was attacking the Cubans, if you bombard on tile improvements, it destroys them. Just keep moving your ship and bombarding them (not pillaging, but bombarding). So, even with a submarine you can move around the AI's coast, bombarding sea and land tile improvements and destroying them all until you are out of movement. The AI doesn't do this Peter, so this is something to be looked at.

            -Love the unconditional surrender! However, then it seems like you are racing the AI to put troops in that city. Isn't it possible to place some units in there and calling it an occupation force or something?

            -Btw, pillboxes ROCK!!!

            -Coup D’etat gave all of the old units to the conqueror. I was stacking an army to finish off Cuba. They only had 5 cities, outdated units (riflemen against my tanks) and were on alert status. Then, the friggin' Chinese launch a coup and foiled my plans! Brilliant, Peter, though I wanted to kill you at the time!

            -I personally like all of the different governments.

            -One thing that did puzzle me, late in the game (1750-ish) all of the other civs were at peace with one another. They were all just at war with me! I do have an alliance with the Irish, however.

            I’m sure I’ll come up with more feedback as I get further along.
            The wall of the Achaians

            Comment


            • #51
              Originally posted by Immortal Wombat
              SUBNEURAL_ADS is kept without previous or future techs so that it can be used as a null advance in the game files. It means we can assign an advance to tile improvements, units, buildings etc. which the AI can never research, so that it can't build things it shouldn't, like Wonder units, visible wonders, GoodMod improvements and so on.


              If you zip your excel sheet, the zip file can be attached.
              Thanks IW, clears up the confusion about the advance.

              Here's the zip file of the tech tree and the updater path for the units in CTC. As I said, I hope I didn't make any (many?) mistakes.
              Attached Files
              "Between nations, as between persons, respect for each other's rights is peace".- Benito Juárez.

              Comment


              • #52
                current game

                yes when i played i noticed the japanese constantly built ships to attack my shores and prevent me building them. ("CURSE THEM")

                i also like the new leader units, very handy in a scrap.

                i also discoverd the only way i ever manage to get the japs to surrender was simply to burn to the ground half of their cities.

                But

                If it is at all possible could you improve the map editor, to allow you simply to insert say australia next to japan or something. I think this would be great idea for the game.
                Last edited by chris1; July 24, 2003, 19:28.

                Comment


                • #53
                  tlatoani:

                  also noticed that the tank doesn't update to fusion tank, and that other units don't have previous units they can be updated to. This is the case of marines, hover infantry, etc. Did you have any particular reason for doing this?
                  I intended that the game should end at the current technology level (stealth fighters/bombers). When you get to this point you'll notice that there's a big jump in the advance costs. But I guess it wouldn't hurt to put updates in for future techs. Will do.

                  And thanks for doing the tech tree!

                  aias:

                  This is one I haven't seen posted yet: you can destroy ALL tile improvements with a ship in one turn! When I was attacking the Cubans, if you bombard on tile improvements, it destroys them. Just keep moving your ship and bombarding them (not pillaging, but bombarding). So, even with a submarine you can move around the AI's coast, bombarding sea and land tile improvements and destroying them all until you are out of movement. The AI doesn't do this Peter, so this is something to be looked at.
                  Right, will get on to it. I've been working on 'Reforming Fascists', and literally just got it finished. If you (or the AI) are in Fascism and then switch to a more advanced Government type, you lose all your Fascist units. I've worked out a way to 'reform' them so that they become Modern Infantry units. The actual code is trivial, but it took me over a week to figure out how to do it.

                  Isn't it possible to place some units in there and calling it an occupation force or something?
                  Could do but I rather like it the way it is. You should be getting enough messages so that you have a pretty good idea of when you're about to beat them. This way you have to plan ahead to rush some troops into your new cities. Actually, you generally don't need a lot: it usually takes the AI awhile to adjust to the new balance of power.

                  -One thing that did puzzle me, late in the game (1750-ish) all of the other civs were at peace with one another. They were all just at war with me! I do have an alliance with the Irish, however.
                  Ahh, this may take some justifying. I'll try to get back on it tomorrow.


                  chris1:
                  If it is at all possible could you improve the map editor, to allow you simply to insert say australia next to japan or something. I think this would be great idea for the game.
                  Afraid this is a 'no can do'. Maybe if we get the source code, but don't hold your breath. I think that this sort of thing would be very difficult. (For us at least.)

                  Update: Just as I was about to post this it's been announced that the source code is going to be released!

                  Comment


                  • #54
                    Peter, thanks for the replies.

                    I'm very close to finishing off the Nigerians, the last civ standing. They even had a coup to overthrow my alliance partner, the Irish.

                    The AI makes great use of air power. I remember the unmodded CTP2 the AI planes just flew back and forth between cities. Now they attack other sea, air and land units.

                    I've really enjoyed playing this mod. After I'm done with this game, I'm going to bump up the difficulty level and see what happens!

                    Again, fantastic work!
                    The wall of the Achaians

                    Comment


                    • #55
                      the turks had a coup and surrended to me unconditionally, i now have all there cities. but i have bit of a problem i don't have enough troops to station in them. I also want to retake an island that ireland stole of me.

                      great game.

                      Comment


                      • #56
                        Raider Units

                        Great mod...been getting squished quite a bit...but two things I have noticed:

                        Raiders are supposed to be a transport unit, and I can't seem to load any units on them...this disabled my campaign as I upgraded all of my transports to these and was unable to continue my attack on another continent. Anyone else have this problem?

                        Secondly: Is there any way to make the gigantic maps bigger in a future release of this MOD?

                        Thanks.

                        -Arya

                        Comment


                        • #57
                          Arya.

                          I had the same problem with the raiders as well
                          The wall of the Achaians

                          Comment


                          • #58
                            everything about the game is perfect, great AI and the new units are awesome however there are still some problems:

                            Generated maps suck beyond imagination.

                            Some of the units don't have animation,

                            still bugs in the system i.e freezing up, taking longer to start up and outright crashing

                            Comment


                            • #59
                              chris1:

                              Some of the units don't have animation
                              I tried to use only animated sprites whenever possible, but in a few cases there just aren't appropriate ones. There's also a few odd tga's. This is because I know literally sweet FA about graphics and was hoping that someone would volunteer to fix them up.

                              Aias:

                              Re: Bombarding tile improvements. I see what you mean and this is a nasty one. It's because of a technical thing with the event that triggers the special effects that I put in and the destruction of the tile improvements:

                              Code:
                              BombardOrder(army_t, location_t)
                              
                               Order an army to bombard.
                              This triggers when the order is given, whether or not the army can legally bombard the location (e.g., you get the red circle cursor). It's not very easy to work with: it would be better if there were another event that triggers when the actual bombarding takes place. You might have noticed that you only get these effects when the human does the bombarding. I couldn't do the effects for the AI because it's always giving this order and it was just too difficult to control. If you get the effects and notice that nothing else happens, I'm afraid you just have to view it as 'target practice' .

                              So, I can try to 'zero out' the movement of your ship as soon as you give the order but this will mean that you'll have one chance to take out a tile improvement and, whether or not you succeed, your ship is finished for that turn. What do you think?

                              aryaba:

                              Is there any way to make the gigantic maps bigger in a future release of this MOD?
                              Quite possibly. I don't think that using extra-large maps and more than 8 civs would break the mod but it might mean that it runs very slowly. Martin is the expert on this sort of thing; maybe he's tried it.

                              Raiders are supposed to be a transport unit, and I can't seem to load any units on them...this disabled my campaign as I upgraded all of my transports to these and was unable to continue my attack on another continent.
                              Aak, I forgot to put the cargo data in for the Raider unit. This is easily fixed: I've attached a new CTC_Units.txt. Use it to replace the old one in ...\ctp2_data\default\gamedata. (You shouldn't need to reload SLIC to keep your game going.)

                              I've also tweaked some of the ZBRangeAttack values for later UNIT_CATEGORY_ATTACK and UNIT_CATEGORY_DEFENSE units (Infantrymen, Musketeers, and later). I'm trying to make sure that they stay in the front row in battles and that proper ranged units stay behind them. Feedback on this is appreciated.
                              Attached Files

                              Comment


                              • #60
                                Peter, I see what you mean about the problems with the bombard. In a perfect world (i.e., when the code is out) it would be great to be able to bombard a city or tile improvement and then have a move or two to get away. I think it would be best to probably zero out after the bombard takes place. My guess is that this would bring it more in-line with AI behavior, since the AI doesn't do the non-stop bombard.

                                Also, I'm playing a third game and I'm still running into the same thing: where all of the AI civs are at peace, except with me!
                                The wall of the Achaians

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