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DESIGN: CTP2 Bugs and alterations [fix list]

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  • #76
    Also, give the AI civs the ability to build slavers. I don't know if this is a SLIC thing or not.
    The wall of the Achaians

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    • #77
      They already do build slavers
      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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      • #78
        I've never seen the AI build slavers in an unmodded game.

        Also, if there is there going to be a unit upgrader included in the redone game? While playing CTC, when I upgrade a unit, it's veteran status disappears. I realize veteran status doesn't do anything, but hopefully it'll mean something in the new game.
        The wall of the Achaians

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        • #79
          Eh, slavery is a standard part of the history of human civilization. Ever seen "The Matrix"?
          -30-

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          • #80
            I've never seen the AI build slavers in an unmodded game.
            Mostly its the aggressive imperialist civs that build slavers.

            Eh, slavery is a standard part of the history of human civilization. Ever seen "The Matrix"?
            Walk into any macdonalds in the world and you can see that :P (edit: not the matrix) shame firaxis caught onto this massive part of history so late.
            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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            • #81
              I like your avatar Maq!!

              I can't eat "food" from McD's - to me, it tastes the way masking tape smells.

              Doesn't 3M own McDonald's franchises?
              -30-

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              • #82
                I like your avatar Maq!!
                I had some inspiration

                I havent been to a macdonalds in years, i cant really remember chewing into any stationary plenty of ground up grissel and plasters though.
                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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                • #83
                  Ralph S. Mouse, at your service.
                  -30-

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                  • #84
                    I apologize for not having particpated in this forum for the last months, mainly because I have been busy with some real-life issues. Since the release of the source-code has been announced I decided to completely stop the work on my "Modern Times"-Mod, which has nevertheless developped pretty well until this point, but testing it became more and more disappointing - not because of my self-created bugs and lacks of balance, but because of growing instability and slowness due to the increased nuber of civs and map-size (testing the mod with the default values, 8 civs and 140 x 70 map, it ran pretty stable but it would obviously not be interesting for anyone to play it this way). I think no 'serious' mod can provide satisfying gameplay on the 'world's scale' of the default game.
                    This issue often appears in these forums as a 'savegame-bug' or similar, I would consider it as a general 'lack of capacity' somehow concerning the way ctp2 handles its data. I am not even able to guess about the reasons and about how hard it would be to improve ctp2's data handling capacity, but anything that could be done about this would be a great support for any further modding.
                    The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

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                    • #85
                      A little *bump* now the source is out.
                      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                      • #86
                        I think very important thing to fix is BUG in pathing algorithm.

                        When AI has two large stacks and one of them is fortified on the road or in the city, order group's goto function would go through the first group tile, but since both armies are so big that they can't stand at same place second army will just get stuck near the city/other unit (it will try to go though tile of fist stack, which is impossibile).

                        This is one of the main reasons why AI sucked a lot in scenarios like Alexander the Great.



                        P.S.
                        Other thing I would like is return of *.fli files from CTP1 (was that the extension I don't remember). Bascily in CTP1 you had much more control in modifing AI due to these files (like ability to control which government they choose, how to value specialists, when and how to change PW sliders, etc...)


                        P.P.S.
                        I don't browse these foums much now (as before 2 years), so i don't know is AI to AI diplomacy fianlly fixed as it should (in original game it was non-existant).

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                        • #87
                          Error messages which don't minimise the game, and that allow you to deactivate DebugSlic on the fly...

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                          • #88
                            I would love to see CTP2 have an advanced resource system, expanding on Civ3's nice system.
                            You would have different resources required in different ages for units/buildings etc.
                            A New GREAT thing would be to have each unit /building need a different amount of resource quantity of each type. They could also need to spend resources for support(this could vary in quantity per unit too).
                            Resource quantities would vary greatly depending on unit type, and some special civ ability or wonder bonus factors.

                            Therefore you would need more Iron to build a battleship than a swordsman, and also more support iron for the ship (repairs/maintenance).

                            Resources such as fuels, ammo - i.e oil , saltpetre could be the only ones that are needed for support.. so that these resources become more important and to make them different from construction resources. This would also simplify gameplay.

                            It shouldn't be too hard to code the AI for this.. i'm familiar with some simple Fuzzy Logic AI , this could be implemented in part for new AI such as this.

                            Mutiple Unit Rankings would be great.. as well as the advantages they give.. how about the highest Elite units get 2 attacks as opposed to 1 at regular.. or have half attacks.. which are done at half strength, so 1.5 attacks at veteran gives a unit one attack north, and a attack east at half strength.. no ditch the fractions.. just have integers, although Civ 2 had fast attacks when road attacks only gave 1/3 a point to attack in , these rushed attacks were cool though annoying to plan for ingame.

                            Canals and different levels of road /railway... steam railway which can be upgraded to diesel railway (its the trains that are upgraded not the track so much, although electric track would be a different kettle of fried fish - this would be new track and trains so much more expensive to make).


                            I think we should be ambitious.. if we find there are major problems implementing things in code we can always cut back on plans.

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                            • #89
                              Maquiladora, Civ3 had slavery from the start, with rushbuilds using up City population points.. which is about using slavery to use up your people to work on fields (inthe manual it states the unhappiness of the people mean some also flee in disgust at the ruler) ,
                              but I agree CTP did slavery the way all good slavery is done.

                              I hope democratic civilisations never ally with slaving civs in CTP.. its very un- civilised to put up with the slave trade.

                              Speaking of Civ3, there where some things that were missing from this.. taken out from the old civ versions. If CTP Source could put all of the civ series and ctp features together, and some extra stuff.. it would beat the competition.

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                              • #90
                                True, and we want CtP2 to beat the competition . Indeed, the natural resources idea from Civ 3 is, IMO, one of the best concepts to date in a Civ game. And we could build more on those...

                                Although, personally, I don't quite like the idea of also using resources to support units. I think support is fine the way it is (production percent in CtP, gold in Civ 3). I wouldn't like this to turn into a game like Rise of Nations, where you gather resources and use them for troops.
                                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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