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  • I posted a chat transcript from last night's chat (http://apolyton.net/forums/showthrea...hreadid=158905) and a survey that I want to ask everyone to look at (http://apolyton.net/forums/showthrea...hreadid=158906).

    Sorry to hear you guys had to miss it. If we do this again I'll try to have a little bit more time between announcement and actual chat so hopefully more people can make it...
    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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    • FWIW, I might have written something reflective this evening, but I spent the time filling in the survey instead .

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      • Well, I've written something. I'll take another look at it tomorrow evening and see what I think needs doing to it then.

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        • bump?
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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          • Still playing on and off and keeping eye on what will be the future to CtP2. Think that E,s builds from 616 on have helped the AI to compete up to 75% to 80% of the game.
            It seems some builds had the AI expand its borders at a faster rate.Like chess the more area you control the more space you have to make offensive attacks. I feel that there were builds that kept the humand player hemed in.
            But its the end game that needs to be changed.I think the AI gets bogged down because it has more to deal with as all borders are joined together forcing the AI to play defensive .Where in the early part of the game the AI(E,s builds) will use 8 and 10 stack attacks against you cities.Maybe some new options for the AI might help.
            The future of empire building might in the long belong to Civ4 alone as there will never be a CtP3 or anyone making a game like it The mods of late have like Dales battle mod have shown Civ4 to be a perfect replacment.However Europa Universalis 3 looks very good too with the large 3D units and easy to mod.A grand empire builder game with many new open ended options. Maybe a CtP2 mod using that game engine might be made. You would not believe what has been done with HOI2 or Victora.Uints with graphic updates with a whole new tech trees along with new nations. No matter CtP2 has a home on my hard drive for some time.
            Last edited by Protra3211; November 14, 2006, 15:51.

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            • Alas, I can't seem to create anything that doesn't seem excessively geeky, and despite my last post (which was supposed to force me to do something despite myself) I haven't really tried as hard as I should. *Sigh*. I'm just too obsessed with programming at the moment... my monomania will not release me!

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              • Things have slowed down a bit in here. Hope that there might be a merge of Ages of Man and the code up dates along with E,s and others work to bring back some of the older fans.
                Of course this is a busy time of the year for everyone so many dont have time to play CtP2. But maybe plans could be made for something new for CtP2 at a future time.I feel that Medmod 2 had the perfect blend of features .Also AI was not too warlike- allowing
                times for peacful building up of your empire.
                I think most of the work is done already between parts of Ages of Man and the code updates.Some have posted the same thing.Its mainly the last 25% of the game where the AI gets bogged down with no clear strategy to know how to win.
                If this could be fixed along with the other 75% it could be very intresting game.

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                • Not really, there is still a lot of work to turn the AI into a decent player, we still have:

                  - AI city management
                  -- The Build queue - what is the right stuff to build
                  -- Tile improvement placement - what sould be improvet food, production or gold
                  -- Speacialist assignment not every city needs the same specialist assignment system
                  - AI city placement
                  - AI troop flow
                  - AI cross water troop flow

                  And probably there are some other problems that still have to be fixed.

                  -Martin
                  Civ2 military advisor: "No complaints, Sir!"

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                  • Pave appears to be tested AoM with the AE in a scenario folder) so the compatibility is being looked at.

                    Now that I finished finals I have some code plans to and will have another build soon.
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

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                    • Thanks E.Have to watch for updates on Paves game.Have bought the first AOM disc as I wanted to support new work being done on CtP2.I didnt know a mod this size would work in the scenaro folder.Well anyhow I have kept many of your files E and im ready to give it a go again.I wonder which do you feel is a better version of CtP2 -AOM -Civ3 mod-Builds. I enjoy working with the builds as I understand what is going on in the game and it easy to take notes to help coders make changes.
                      Your Civ3 mod has alot to offer.Have yet to finish a game but loved the many new buildings and wonders along with tech changes.Have yet to play AOM but will make a ponit to ask Pave how to set up a AOM game with new builds. Maybe some cross overs of mods and builds might be something to look at in the future.

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                      • Thanks fo rthe support Potra. Some of the code I've been working on is to change what I did in the difficulty (diffDB) that I did for my civ3moda nd put it as game options (currently only bloodlust and pollution are options) in the unused Rules button. I'm hoping doing these options will allow players like yourself to better customize the game to the way they want to play. (like having those AI "bonuses/cheats" in my civ3mod where they build lots of units and are real aggressive."

                        THis is my first tart at trying to find a way for players to take what they like from Ctp2 my Civ3Mod (to be called Call To Civilization for now on ) and eventually try to code some AoM elements that are slic'd. It may take awhile so stay posted for up dates.

                        Glad you like the CallToCiv (civ3mod) I enjoyed my games with it, too bad not too many have tried it.
                        Formerly known as "E" on Apolyton

                        See me at Civfanatics.com

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                        • Originally posted by E
                          Now that I finished finals I have some code plans to and will have another build soon.
                          We don't have any build soon if there are still crashes in, currently I cannot play a turn in my standart test game.

                          And we have to figure out if the two additional units in the database cause any problems with save game compatibility.

                          -Martin
                          Civ2 military advisor: "No complaints, Sir!"

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                          • Originally posted by Martin Gühmann


                            We don't have any build soon if there are still crashes in, currently I cannot play a turn in my standart test game.
                            thats with the 646 build? I 've been able to have standard games

                            And we have to figure out if the two additional units in the database cause any problems with save game compatibility.

                            -Martin
                            I thought about that this morning coincidentally. I was wondering if we might have to push that into the AE mod. But I think we can test it. Other games I've played where I added a unit later didn't affect anything. as long as they were at the end (so we mighthave to check placement of that bowman)
                            Formerly known as "E" on Apolyton

                            See me at Civfanatics.com

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                            • Originally posted by E
                              thats with the 646 build?
                              No, that was with build 656, and it was fine before my motherboard broke, and I doubt that it is the new motherboard, the new processor, the new memory, the new graphic, the new harddrive and the new operating system.

                              Well so far it is a problem with the standart template library and it seems to be in one of Microsoft's *.dll located, at least the debug version runs through.

                              Originally posted by E
                              I thought about that this morning coincidentally. I was wondering if we might have to push that into the AE mod. But I think we can test it. Other games I've played where I added a unit later didn't affect anything. as long as they were at the end (so we mighthave to check placement of that bowman)
                              Well at least we should have a look on it, but so far it seems to be okay.

                              -Martin
                              Civ2 military advisor: "No complaints, Sir!"

                              Comment


                              • Originally posted by Martin Gühmann
                                No, that was with build 656, and it was fine before my motherboard broke, and I doubt that it is the new motherboard, the new processor, the new memory, the new graphic, the new harddrive and the new operating system.
                                Well I figured out what the problem was here, in fact I forgot to apply Microsoft's service pack 5 for Visual C++ 6.00. That took me a day.

                                -Martin
                                Civ2 military advisor: "No complaints, Sir!"

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