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MrBaggins
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quote: Originally posted by AroSch
Oh, sorry, I don't own CtP2. I never bough it, becouse I was disappointed about CtP. I know, many things are fixed now, but there are still many features, wich I personally don't want in a Civ game. For example I don'tlike very much future age, space(?)- and oceanic cities or some of the unit abilities.
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I'm actually working, as we speak, on the code for "BuildClasses" for CTP2.
That'll allow players to select optional age ranges (so the game ends now, the near future, or far future,) when they start the game... which would allow for different tech trees, and end games. That's only an example of their application.
*SNIP*
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Yes, they fixed the thumb AI, and some other things too, didn't they? May be CtP2 is now (with mods) a cool Civ game, but when Civ3 relased I bough it and liked it (apart from some smaller design mistakes). Now I'm hoping for a Civ4 with some more flavour. |
The Apolyton community did.. so I guess that should be "we" fixed it.
CTP2 with a decent mod, like Cradle, is well worth a play. There are some exceptionally balanced and polished Mods (easily as polished as Civ3 IMO) available. I wouldn't play the game as released, either.
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AroSch
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NE-Germany
Aug 2000 time: 06:32
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quote: Originally posted by MrBaggins
I'm actually working, as we speak, on the code for "BuildClasses" for CTP2.
That'll allow players to select optional age ranges (so the game ends now, the near future, or far future,) when they start the game... which would allow for different tech trees, and end games. That's only an example of their application. |
Well, sounds interisting for any CtP2 owner. I'm sure you and the comunity did a great job, I guess, for civ3 never will be started such a project.
quote: Originally posted by MrBaggins
The Apolyton community did.. so I guess that should be "we" fixed it. |
Uh, I didn't take no notice of that. Sorry, if I had tough about a little more, I should have seen that. But since I don't own CtP2, I don't visit CtP section here ore in other forums. Looks like you really do a great job.
Are there - in your opinion - any further CtP1/2-ideas wich should be implemented in Civ4 especially for naval combat ore generally for the Civ4 Navy?
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MrBaggins
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Active air and sea defense (so when a unit of that particular movement type moves within a definable range, the active defender gets a free strike.)
CTP2 also allowed you to specify that carried units (like fighters on an Aircraft Carrier) are necessary to implement this.
Allows you to implement layered defenses for modern BG's.
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MrBaggins
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Active Air defence, for example, allows for air superiority.
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ThePlagueRat
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Insert banana to play...
May 2002 time: 06:32
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quote: Originally posted by AroSch
Hm, actually I don't see the point. In Civ3 bombard units (f.e. Man-O-Wars) have a "free shot" if attacked. I'm not sure if activating ZOCs for naval units in Civ3 editor will give naval units also a free strike if enemys (only) pass (and don't attack). Hm, how different ist the free strike in CtP from that one in Civ3? |
Oh it's very different, since the units are not stacked in the same way. So in CtP ranged unit on the 2nd line will fire free shots as the combat rounds go. while the first lines attack or defends, and enemy 2nd line units also fire free shots. As long as 2nd line units have the ranged cap. it will give many more "free shots" than civ3.
ranged units are automatically placed in 2nd line so they do no melee combat until the 1st line die.
I am not sure though. Long time sicne I played that one... I recall it means for quite a bit (too much) power in artillery which in Civ3 is underpowered but I guess it has been made more realistic, since both games are moddable. (can also be modded with lethal bombard for naval units)
Last edited by ThePlagueRat on 11-02-2004 at 06:24
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MrBaggins
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quote: Originally posted by AroSch
Hm, actually I don't see the point. In Civ3 bombard units (f.e. Man-O-Wars) have a "free shot" if attacked. I'm not sure if activating ZOCs for naval units in Civ3 editor will give naval units also a free strike if enemys (only) pass (and don't attack). Hm, how different ist the free strike in CtP from that one in Civ3? |
Ahh.. I see what you're asking now.
Active air defense is a ranged effect, that.. if a unit moves into (not attacks within... moves within,) there is an active defense strike. Its unconnected to ZOC, and can be at any range.
For instance... a bomber has, say, a move of 10, and bombardment range of 1... I.E. it can bombard the very next square.
A Carrier (with a fighter to activate) has an active air defense range of 1, (say) a cruiser with an active air defense range of 2, and an AEGIS Destroyer, with an active air defense range of 3.
A bomber approaching to attack, would be subject to all three Active Air Defenses, before being able to bombard... thus could possibly be destroyed prior to bombarding, or even reaching the square to bombard.
ZOC free strikes only happen when moving past... not on approach.
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conananas
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What is needed is
1: Visible, one-tile-wide trade routes (perhaps when you start trading, you can draw a line on the map) that can be easily intercepted by a warship or a privateer.
2: Double movement points for all ships EXCEPT GALLEYS
I also thought of something else. Planes CAN, and HAVE, and DO sink ships. Only in Civ3 this is impossible! To add an extra dimension to the game, there should be lethal sea bombard for air units.
AND, to keep it from becoming unbalanced, allow the ships to FIGHT BACK! So when a plane is set to bombard a ship we have a standard pitched battle, where the bombard score of the plane is pitted against the defense score of the ship! To add extra flavor, we could perhaps give support ships (destroyers, AEGIS cruisers) higher anti-air scores than battleships and carriers. Think about it!
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