Oh puh-lease, why don't you just change the name to CTP2: Maquiladora Edition and get it over with.
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PROJECT: Playtest (the 4th Thread)
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Originally posted by NeoFax
It ask for a UC088.tga file and then doesn't even go into CTP2.
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Originally posted by LemurMadness
hmmm you know, thinking about that, could something be done about it? like, reducting by half the damage flanking attacks do? stacking 12 tanks can tear down an empire... seems pretty hardcore and unbalanced...
Originally posted by percuno
Oh puh-lease, why don't you just change the name to CTP2: Maquiladora Edition and get it over with.
You on the other hand seem opposed to anyone discussing any possible changes at all, even when some changes are obviously better for the game.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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Removing a player's choices in a single-player game is better for the game? HA!
And do tell me, exactly, how removing all of the other options that were removed is preventing exploitation? What is exploitable about Desert and Swamp, oh great and wise one?
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We didnt remove desert and swamp, we removed the option of terraforming to desert and swamp. We also removed ugly tactics like terraforming mountains all over to mine for huge production. If you can terraform anything you need, then it removes the whole strategy of using well the land that you find, thus removing any variation the map generator gives the game.
So in fact we are adding choices, more interesting choices, of how to play the land you are given.
Now explain to us why Cavalry (and other unbalanced units) shouldnt be changed?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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Let's see...shall I bother? Oh, might as well...
Originally posted by Maquiladora
We didnt remove desert and swamp, we removed the option of terraforming to desert and swamp.
Originally posted by Maquiladora
We also removed ugly tactics like terraforming mountains all over to mine for huge production.
Originally posted by Maquiladora
If you can terraform anything you need, then it removes the whole strategy of using well the land that you find, thus removing any variation the map generator gives the game.
Originally posted by Maquiladora
So in fact we are adding choices, more interesting choices, of how to play the land you are given.
Originally posted by Maquiladora
Now explain to us why Cavalry (and other unbalanced units) shouldnt be changed?
Oh, and from a slightly earlier post I didn't have time to reply to properly:
[SIZE=1]You on the other hand seem opposed to anyone discussing any possible changes at all, even when some changes are obviously better for the game.
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E, Thanks for the reply. I figured it out. Probably should change the README to reflect downloading the 10-23-2005 files first and applying them before applying the revisions.
Anyhow, I really enjoy the game as now it is playable compared to the 1.11 patched version. However, there are still some minor problems. I receive multiple out of bound array error messages which in turn cause the message box to be unreadable. When I started a war, I received a different error. I have also received one Slic error as well. Other than that a great game.
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NeoFax
I think that happens if your userprofile.txt has debug set to yes. You can also change it to NO in options/advanced.
not sure why the slic debug calls up the errors.
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Protra
I'll be looking into it. we are tracking it here:
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Originally posted by percuno
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BTW i didnt know it would be so hard to put the terraforming options back in for anyone, i didnt change any code in the .exe, all i did was edit terrain.txt, so if theres something in the .exe preventing it going back then i wasnt aware of it.
Lest we forget, this discussion between you and I is about changes to the ability to terraform to certain terrain types, and drawing the discussion away from that topic is yet another cheesy debating tactic, most notably characterized by the implication that I would be against changes to this entirely different aspect of the game. However, since you choose to diverge in this direction in which I have made no foray as yet, I shall offer that I am all for any reasonable changes to cavalry units, as long as there was an easy way to restore the original attributes. Restoring the terrain details so far has been a big pain in the behind, with what little time I have available, and I still haven't gotten around to experimenting with the mess that is tileimp.txt.
"Oh puh-lease, why don't you just change the name to CTP2: Maquiladora Edition and get it over with."
regardless of what you or ten other people or ten thousand other people might agree upon as "obviously better" is never going to be de facto for every single other person, which is why I argue so vociferously on the side of choice over being forced into someone else's idea of what is right. To expand choice is to add options, to limit choice is to remove them, and what was done in the terraforming aspect of the game was limiting, not expanding, choice.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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Well, why dont we submit it to a voting/democratic system? (Seems fair, as not everyone has the same perspective the other person does)
I dont agree with terraforming TO swamps or deserts, because people could be using them on a city border limit and choke another city when this one expands the city limits.
However, terraforming TO mountains, didnt CTP1 had that option? I think the point of terraforming is changing the landscape so it can be used in a more usefull way, of course the production output of a mountain is insane, but what if we add terraform TO hills, and then hills TO mountains? (I guess adding a huge public works cost and many turns to terraform it)
Going back to the flanking units, why dont we remove flanking units and change them to ranged / offense units? all flanking units has the advantage of high movement points, and that makes them better than any other units in the same era (there are some exceptions).
And what do you guys think about this thread?
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Feel free to create a thread with a poll on the terraform issue. If it gets 10 votes consider it a quorum
As for flanking I've actually added a lot of combat modifiers that may reduce their effectiveness depending on the unit. My modifiers are similar to the pikeman's bonus against mounted but I added bonus against seige, mechanized, foot, wheeled, helicopter and i think a few others.
This way you can have infantry with a bonus against cavalry/mounted (depending on the age if you choose). In my civ3mod I have a tow infantry unit that has a bonus against helicopters, mechanized and wheeled units. And the bonus is high enough where a tank and tow infantry can go toe-to-toe but if you use regular infantry against the tow guy, the tow guy will lose.
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Apolyton Edition Beta-Testers
civ4 had them so can we!
The AI diplomacy issues appears to be fixed.
Last night I tested it a bit and it seemed to work. However, before I could post an update I see that Fromafar posted his fixes. So in about 12 hours I'll post a rev596 build which hopefully doesn't have any problems.
Just in time for Protra's vacation
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Revision 597 is up!
As usual post any problems here...
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