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  • PROJECT: AE Mod

    The latest version of the AE Mod is here:





    version 0.01

    The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.

    It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.

    Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870

    AE Mod changes:

    GENERAL:
    ========

    fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.

    ADVANCES:
    =========

    added:

    Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
    Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)

    changed:

    Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)

    BUILDINGS:
    ==========

    changed:

    food silo - maxpop +0 > maxpop +8
    arcologies - maxpop +14 > maxpop +10
    aqua filter - maxpop +14 > maxpop +10
    forcefield - now does not require city walls to build
    security monitor - -30% crime -3 happiness > -30% crime -1 happiness

    TERRAIN:
    ========

    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%.

    UNITS:
    ======

    att/def/ran/damage/armour - tech - catagory

    added:

    legion - 20/10/0/1/1 - Iron Working - attacker
    longbowman - 10/15/25/2/1 - Feudalism - ranged
    musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
    plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence

    changed:

    mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
    samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
    plasma destroyer - Plasma Weaponry > Plasma Engineering
    war walker - sprite changed
    artillery - sprite changed
    mobile SAM - name changed to mobile missile system

    movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.

    WONDERS:
    ========

    Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
    Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
    Chichen Itza - -30% crime > -30% crime, obsolete at Theology
    Field Dynamics Lab - +35% science > +10% science
    Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
    Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
    Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
    Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
    Pyramids - +100 gold per turn > +300 gold per turn
    Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
    Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
    Original Post:


    Has anyone got a list of the changes made in the AE Mod?
    Last edited by Ekmek; May 21, 2007, 15:45.

  • #2
    I'm compiling a list that'll go in the AE Mod folder.
    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


    • #3
      This is what i've got so far. Tell me if there's anything wrong.

      version 0.01

      The AE mod is the combined efforts of the posters at the Apolyton CtP2 sourcecode forum (http://www.apolyton.net/forums/forum...s=&forumid=213) to rebalance, restructure, and generally improve the experience of playing CtP2.

      It focuses on neither military, economic, scientific or diplomatic gameplay, but seeks to balance all styles to be equally effective, but to be played in completely different ways to each other.

      Post any comments on this mod at the forum thread here: http://www.apolyton.net/forums/showt...hreadid=165870

      AE Mod changes:

      GENERAL:
      ========

      fortified bonus +200% defence, was 50%. will perhaps be incremental in future release. 1 turn +50%, 2 turns +75% etc.

      ADVANCES:
      =========

      added:

      Infantry Tactics - requires Gunpowder - gives Musketeer(see units)
      Plasma Engineering - requires Plasma Weaponry - gives Plasma Destroyer(see units)

      changed:

      Fascism - requires Nationalism + Mass Media (was Gunpowder+Theology)

      BUILDINGS:
      ==========

      changed:

      food silo - maxpop +0 > maxpop +8
      arcologies - maxpop +14 > maxpop +10
      aqua filter - maxpop +14 > maxpop +10
      forcefield - now does not require city walls to build
      security monitor - -30% crime -3 happiness > -30% crime -1 happiness

      TERRAIN:
      ========

      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%.

      UNITS:
      ======

      att/def/ran/damage/armour - tech - catagory

      added:

      legion - 20/10/0/1/1 - Iron Working - attacker
      longbowman - 10/15/25/2/1 - Feudalism - ranged
      musketeer - 40/20/10/3/1 - Infantry Tactics - attacker
      plasmatica - 60/70/40/5/1 - Plasma Weaponry - defence

      changed:

      mounted archer - 10/10/20 - ranged > 15/10/10 - flanker
      samurai - 20/10/0 - Iron Working > 30/10/0 - Bureaucracy
      plasma destroyer - Plasma Weaponry > Plasma Engineering
      war walker - sprite changed
      artillery - sprite changed
      mobile SAM - name changed to mobile missile system

      movement of most units lowered. generally foot=1, mounted=2, wheel=3, future units are greater. see Great Library in game for more details.

      WONDERS:
      ========

      Aristotle's Lyceum - +20% science > +10% science, obsolete at Classical Education.
      Central Matter Decompiler - "building everywhere"(Matter Decompiler), costs 20,000 > costs 30,000. (better solution at soem point)
      Chichen Itza - -30% crime > -30% crime, obsolete at Theology
      Field Dynamics Lab - +35% science > +10% science
      Genome Project - +10% prod., +10% health (+1HP) for units. > only +10% Health for units.
      Globe Sat - full radar coverage, costs 12,400 > costs 18,600 (better solution at some point)
      Gutenberg's Bible - +2 happiness, eliminates conversion > only gives "Eliminates conversion"
      Internet - "building everywhere" (Computer Center) > +20% science, obsolete at Space Flight(Orbital Laboratories)
      Pyramids - +100 gold per turn > +300 gold per turn
      Ramayana - +3 happiness > +1 happiness, obsolete Age of Reason
      Zero Crime Bill - -60% crime > -30% crime, obsolete at Neural Reprogramming
      Last edited by Maquiladora; May 15, 2007, 01:22.
      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
        You missed the Scout - 0/10/0/1/1. Don't know if there's anything else (haven't played far enough).

        Comment


        • #5
          We haven't decided in the units thread to include the scout yet, so that's why it's not there. I wouldn't mind a scout unit though.

          BTW all those changes won't be in the current AE mod, because there hasn't been a new playtest build since I compiled all the changes. But it is ready to go. I should upload it soon.
          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
            I'll add it to the new build once I compile Martin's 730 changes
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • #7
              I haven't done the wonders yet either.

              E, I'll upload a rar of the AE mod folder and put a link here once it's ready. Then it can be distributed separately in case of recent updates, and included with a playtest build when someone has the time to include it.
              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
                Maq,

                That sounds like a good idea, then I'll update the svn periodically and we'll have a readily available AE_mod more often
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

                Comment


                • #9


                  I'll update the readme above shortly.
                  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
                    Hmm it seems at some point forest, tundra, glacier, swamp, jungle and hills got changed to mountain movement types. I think it was a leftover from the previous AE mod, E why was this? Anyway I've put them back to original settings for now. Updated the rar in 10 mins or so.

                    Edit: now updated.
                    Last edited by Maquiladora; May 20, 2007, 22:03.
                    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


                    • #11
                      I had those changed to prevent tanks and other units from driving into the moutains or forest or jungles and stuff. they really should go over plains, grassland, and desert only. this added value back to infantry.
                      Formerly known as "E" on Apolyton

                      See me at Civfanatics.com

                      Comment


                      • #12
                        Originally posted by E
                        I had those changed to prevent tanks and other units from driving into the moutains or forest or jungles and stuff. they really should go over plains, grassland, and desert only. this added value back to infantry.
                        Well I noticed this right at the start of the game when my M. Archer wouldn't move into forest.

                        It can be more realistic in some cases but it's quite strict, you could end up with no route out, unless roads could be built outside your borders. Then you end up with lots of roads in neutral territory built towards your enemy, which I don't like as the AI can't do it. It also won't know that its supposed to just send foot units over.

                        We do still need to make Infantry units useful after Tanks so I'll put it in the units thread anyway.
                        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


                        • #13
                          Maq

                          Once we get the AE mod in a playable state and its confirmed that the playtest is fairly stable, are up to starting a succession game?
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • #14
                            Of course. I don't know how long that will be though.

                            The AI's unit movement (defence and offence) and grouping is my main worry, which I don't have any knowledge of.

                            City development (tileimps/buildings/wonders) can be easily improved to get the best cities.

                            Anything else needed can be borrowed from other mods, as long as its compatible.
                            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


                            • #15
                              Maq,

                              my religion code appears to be working in my next playtest. You think we should add it to the AE? In its current state we'll have to make duplicate units of each religion (I guess for now we could reuse the sprite). but the holy city wonders will need to be added as well.
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment

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