Played around 250 turns, all running smoothly so far, except that barbarians are spawning outside fog of war. I guess this wasn't intentional?
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PROJECT: Playtest (Thread No. 6)
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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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Originally posted by Martin Gühmann
You mean they are spawning inside your borders?
I think it stopped though while I had the Great Wall, then started again once an AI discovered Cavalry Tactics and obsoleted it. I may be imagining that though. Obviously they stopped attacking me at least while I had the Great Wall.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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Founding cities outside own borders
hi,
I was playing last night using the latest playtest, and noticed something I wasn't sure I'd seen before. Has it always been the case that settlers can found cities inside another civ's borders? Maybe it's always been there and I've never noticed it. But it seemed surprising when I saw it, and I wondered if it was playtest-specific.
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Re: Founding cities outside own borders
Originally posted by special_unit
hi,
I was playing last night using the latest playtest, and noticed something I wasn't sure I'd seen before. Has it always been the case that settlers can found cities inside another civ's borders? Maybe it's always been there and I've never noticed it. But it seemed surprising when I saw it, and I wondered if it was playtest-specific.
In all the playtests I've only ever seen the AI do it twice, and that was after I blocked all their borders with forts, they seemingly got annoyed and just settled in my forts border.
I don't think I ever saw them settle inside my borders in the unmodifed game, except when they stumbled across a ruin with a city inside.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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Re: Re: Founding cities outside own borders
Originally posted by Maquiladora
You've always been allowed to settle inside another civs borders, perhaps it shouldn't be allowed.
In all the playtests I've only ever seen the AI do it twice, and that was after I blocked all their borders with forts, they seemingly got annoyed and just settled in my forts border.
I don't think I ever saw them settle inside my borders in the unmodifed game, except when they stumbled across a ruin with a city inside.
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At the moment it's not a problem for the human, since the AI hardly ever tries to settle inside your borders, at least in my games. They used to move settlers through my land to get to open land but not so much in the newer playtests it seems.
It's probably more of a problem for the AI, since the human can exploit it much more, by building cities in AI land then building forts to grab the land.
Anyway, on any map size above small you mostly want at least a 2 ring radius per city, and that means settling outside (yours and the AI's) border every time.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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Re: Founding cities outside own borders
Originally posted by special_unit
I was playing last night using the latest playtest, and noticed something I wasn't sure I'd seen before. Has it always been the case that settlers can found cities inside another civ's borders? Maybe it's always been there and I've never noticed it. But it seemed surprising when I saw it, and I wondered if it was playtest-specific.
But anyway, if the AI wants to grab my land then this can only mean war. And in this case it will cost the AI more than it can gain.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Re: Re: Founding cities outside own borders
Originally posted by Martin Gühmann
But anyway, if the AI wants to grab my land then this can only mean war. And in this case it will cost the AI more than it can gain.
But its out of character for a peaceful AI to steal land, and I would expect them to be less prepared for my revenge too.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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Originally posted by Schlag96
Any ideas? I am really jonesing to play but I hate the box version with all its crappinessCall 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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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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Originally posted by Maquiladora
This is a funny, the barbarians spawned next to my city and took it,
Originally posted by Maquiladora
I didn't have any units close so I tried to attack with 3 coracles, and they did!Originally posted by Maquiladora
They got wiped out but at least they tried.
Originally posted by Maquiladora
You can actually attack with any non-attack unit too, even diplomats.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Martin Gühmann
Looks like I am not the only one who loses cities to the Barbarians.
If you had waited one turns the Barbarians would have left the city probably they would then have been successful.
Possibly this is a problem with the AI attack fix. Can this also be done in the original game or in the last playtest version?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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Another small bug: when a unit is "asleep" if you press "f" to fortify, the unit doesn't fortify, just stays asleep.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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