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rsewar2
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Hi, I've just started my first AE (latest playtest) game. Up to about 500BC. Here are my first impressions:
1) Civ colours: not sure about my starting colour being red by default. Don't wanna look like barbarians!
I started with 8 civs, however 2 of these had very very similar colours (blue and a slightly darker blue), so much so that I find i have to hover over a unit to find which it belongs to! Is there a file listing the order in which the colours are used? Could one of the blues be swapped for something more distinctive?
2) I still find it easy to conquer other civs (about to conquer my 3rd civ, without even 1 of my cities being attacked). However maybe I've just been lucky, or maybe 'hard' isn't difficult enough. How challenging are other playtesters finding the game compared to the original?
These are really my only criticisms. Apart from that it's very impressive. Really like the 'new game' interface. Diplomacy now works(!). And all the civs are exploring a lot by sea.
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:36
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Welcome rsewar2... 
quote: Originally posted by rsewar2
Hi, I've just started my first AE (latest playtest) game. Up to about 500BC. Here are my first impressions:
1) Civ colours: not sure about my starting colour being red by default. Don't wanna look like barbarians!
I started with 8 civs, however 2 of these had very very similar colours (blue and a slightly darker blue), so much so that I find i have to hover over a unit to find which it belongs to! Is there a file listing the order in which the colours are used? Could one of the blues be swapped for something more distinctive? |
Unfortunately you can only choose the color of the human civ, before starting a new game click on the "Number of empires" button, the last setting allows you to change your color. 
quote: 2) I still find it easy to conquer other civs (about to conquer my 3rd civ, without even 1 of my cities being attacked). However maybe I've just been lucky, or maybe 'hard' isn't difficult enough. How challenging are other playtesters finding the game compared to the original? |
Now that the CtP2 AE is almost on par with the CtP2 patch 1.11 the major work that is awaiting the coders is related to the AI and the way to improve it. Calvitix, among others, is already working on the subject but as far as I know his additions have not yet been incorporated into the AE as they need to be tested. This is certainly the most difficult task as changing the AI parameters can have some unpredictable effect on the game and the behavior of the AI civs. 
quote: These are really my only criticisms. Apart from that it's very impressive. Really like the 'new game' interface. Diplomacy now works(!). And all the civs are exploring a lot by sea. |
Thanks to all the coders! 
As you can see the AI has already been improved as far as movement paths, tile improvements and exploration are concerned. The military part of the AI still need much work (amphibious assault for example).
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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quote: Originally posted by Tamerlin
Calvitix, among others, is already working on the subject but as far as I know his additions have not yet been incorporated into the AE as they need to be tested. This is certainly the most difficult task as changing the AI parameters can have some unpredictable effect on the game and the behavior of the AI civs. |
here is the ctp2.exe with my last update (1.3).
http://apolyton.net/upload/view.php...Movement1.3.zip
It works quite well on maps with large continent (I'm working on transport problems right now).
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Maquiladora
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Calvitix, that exe doesn't require the CD so it's probably illegal to destribute here.
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kaan
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Aarhus
Mar 2001 time: 05:36
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quote: Originally posted by Maquiladora
Calvitix, that exe doesn't require the CD so it's probably illegal to destribute here. |
Actually that question is yet undetermined.
You could argue that if the game required the cd for installation and nothing else it would still satisfy the Activision lisence.
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Maquiladora
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I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe.
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rdorau
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@Martin
I can't find 'crash.txt'. Where is it?
The crash occurs when I try to save the game. At loading there is no problem. But so I just can load the autosaved game.
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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quote: Originally posted by Maquiladora
I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe. |
And you're right...
I didn't mind to provide a no-cd exe, I was just upset to forget to put the CD in my drive everytime I want to develop, so I desactivated the check.
I replaced the file :
http://apolyton.net/upload/view.php...Movement1.3.zip
This is now my last compiled ctp2.exe, so it certainly needs Locutus new files (civ_str,...)
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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:36
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quote: Originally posted by calvitix
And you're right...
I didn't mind to provide a no-cd exe, I was just upset to forget to put the CD in my drive everytime I want to develop, so I desactivated the check.
I replaced the file :
http://apolyton.net/upload/view.php...Movement1.3.zip
This is now my last compiled ctp2.exe, so it certainly needs Locutus new files (civ_str,...) |
Has someone made changes to the path-finding algorithm? Using the build provided by Calvitix, I am getting ridiculous path suggestions. As an example, clicking the green move arrow to move my slaver two squares past an enemy city, which I had successfully captured a slave from last turn, suggests a seven turn route around a city to the south.
It seems to me that longer routes 100% over grassland/plains are suggested over shorter routes crossing forest or hills. Routes which would pass cities or units of another player are never (?) offered, and the shortest bypass route over forest or hills is rejected for longer bypass routes over grassland/plains.
Last edited by Flinx on 18-10-2004 at 20:21
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kaan
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Aarhus
Mar 2001 time: 05:36
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quote: Originally posted by Maquiladora
I'm thinking more about Apolyton than the Activison license firstly, because talk of no-cds and where to get them is not allowed I assumed this was the same and its currently hosted on Apolyton's upload too. Just trying to play it safe. |
I was courius and tried to find the rules of this forum, in the FAQ i could find no mention of that rule. Do you know where to find it?
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kaan
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Aarhus
Mar 2001 time: 05:36
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quote: Originally posted by Locutus
From the Upload FAQ (bolding mine):
The owners of this site have defined no-CD hacks/cracks/patches/whatever as illegal. In fact, pretty much all hacked exes of any kind are deemed illegal, unless the companies who produced the original exes give explicit permission for publication (e.g. as was the case with the v1.21 hack for CtP1, and basically this source code project as well). |
Thanks Locutes, thats what i found in the FAQ and the definition you provide gives insight.
For the point of argument: If it is within the boundaries of the souce code EULA, then its OK with apolyton.
Is this true?
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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quote: Originally posted by Flinx
Has someone made changes to the path-finding algorithm? Using the build provided by Calvitix, I am getting ridiculous path suggestions. As an example, clicking the green move arrow to move my slaver two squares past an enemy city, which I had successfully captured a slave from last turn, suggests a seven turn route around a city to the south.
It seems to me that longer routes 100% over grassland/plains are suggested over shorter routes crossing forest or hills. Routes which would pass cities or units of another player are never (?) offered, and the shortest bypass route over forest or hills is rejected for longer bypass routes over grassland/plains. |
it isn't a terrain types problem. I added a checkfordanger method to the pathfinding, to prevent AI's armies or civilian to be easily killed by bombarding or enemie armies.
the criterion are for now :
if civilian, avoid tiles near cities and enemies armies
if not civilian, avoid tiles near cities and tiles near bigger enemy armies.
when I say avoid, it adds a 'additional' cost to cross those tiles (10000 I think). So in your case the pathfinder prefer that 7 tiles path.
it works great for AI (it save a lot of units), but can be problematic in your case. I wanted to improve it by only checking the tile that ends the movement (armies can cross near the city if they don't stay near at the end of turn), but I didn't have time for now.
What I suggest is to keep that pathfinding for AI, and to make an option to activate it or not for player.
- Calvitix
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