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Maquiladora
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quote: Originally posted by Lemmy
You kinda already gave a solution, but i'm not sure how feasible it is.
The problem is that the city cap is static, so change it to something dynamic or base it on the average number of cities per civ.
For example the average number cities per civ is 20 and Democracy gives +20% higher city cap, then the city cap for Democracy at this point would be 20+20% = 24. |
But what has 'average number cities per civ' got to do with a single civ's government?
I always liked the idea that ONLY crime would increase for each city that went over the limit. Unhappiness related to distance from capital is still counted but unhappiness from number of cities is too strong and you cant control it at some point or its simply not worth the inefficiency to try and go over the limit too far. If each increase in crime for each city over the limit is small enough (1% ?) it would create a more intuitive feel to expansion, rather than hitting a brick wall at the city cap now.
quote: FASCIST UNIT
Fascism is arrived at not long after gunpowder. This leads to the situation of having machine gun equipped infantry in Medieval times. |
IIRC Nationalism replaced one of the prerequisites to Fascism in SAP2. These are all something that needs looking at though, the tech tree is borked in various places.
quote: GAME SPEED
The game is VERY slow once you reach the middle ages. Even with the memory leaks and the hard disk whirring away in overdrive the original game was faster. Something has gone awry here. The original specs were 233Mhz. I am running 2.8Ghz. AI turns run at 2+minutes. Way, way too slow. Completely destroys any game continuity. Turning animations off etc. makes no difference. The AI seems to "hang" on certain civs. It is always the same civ that takes forever to complete its turn whilst the others are always pretty quick. |
Im playing all-land maps at the moment and it runs fine all way. I got about 250 turns into an islands map then gave up.
By the way, why do I get the game waiting for the CD to spin up? I dont have the music on, it waits at all sorts of strange moments like when I click to select a unit or close a manager window, it wont do it every time but maybe every 20mins guessing.
Last edited by Maquiladora on 16-12-2004 at 17:17
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Maquiladora
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quote: I think most would like to see the enslave city and kill city SLIC put into the main game (including updater too). I think even purists like Tamerlin would accept that though I cant speak for him. |
I'd only like to see this if the AI did it too, like the aggressive civs always raze the lot, the academics always hold the city. I'd certainly defend my cities then. Although it will reduce the game to one shot kills where you dont need to hold the city to do real damage, you dont even need to starve and disband it.
quote: "liberate" where it returns to the civ that first built the city (of cours it should be disabled if you are fighting the civ that first built it) |
But you can already just give it them back as a gift anyway.
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:36
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Lou,
The build you're playing has a bunch of experimental AI stuff by Calvitix (he was working on cross water invasions). Evidently this is slowing the game down and we'll have to clean it up for the next one.
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Fromafar
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quote: Originally posted by Lou Wigman
CTD
Start a new game. Now either select "Options" "New Game" or "Restart". Repeat a few times and it will crash. The crash occurs whilst "loading" the new game. The number of "tries" varies somewhat but it will eventually crash.
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Do you have a generated crash log for this situation? I have tried to reproduce the crash with my current build, but was unable to.
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Lou Wigman
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Newcastle,Australia
Jun 2001 time: 15:36
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OK. I just tried it again. Just reloading repeatedly doesn't cause a crash. You actually have to do something before restarting. Move a unit, adjust some sliders etc.
Just did that and here is the crash report.
0x006d8cb3 [?InitStrategicState@Diplomat@@QAEXXZ + 0x23]
0x0040cb47 [? c3debug_ExceptionStackTrace@@YAPADPAU_EXCEPTION_PO
INTERS@@@Z + 0x47]
0x0073092f [WinMainCRTStartup + 0x191]
0x77e814c7 [__onexitbegin + 0x773e49cf]
I just repeated it.
Start a new game. Move the settler until the turn auto-ends. Start a new game. CRASH.
0x006d8cb3 [?InitStrategicState@Diplomat@@QAEXXZ + 0x23]
0x0040cb47 [? c3debug_ExceptionStackTrace@@YAPADPAU_EXCEPTION_PO
INTERS@@@Z + 0x47]
0x0073092f [WinMainCRTStartup + 0x191]
0x77e814c7 [__onexitbegin + 0x773e49cf]
same report I think.
EDIT
You have to let the AI have its turn to get the crash.
Last edited by Lou Wigman on 18-12-2004 at 04:23
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:36
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quote: Originally posted by E
I think most would like to see the enslave city and kill city SLIC put into the main game (including updater too). I think even purists like Tamerlin would accept that though I cant speak for him. |

Yes, I agree with you. 
As far as I am concerned, I consider the SAP2 to be something like the real original game. The Updater2 is, of course, a mod I would like to see in the Apolyton Edition. 
Most of the things I don't like when people are speaking about adding new things are those that are changing the scope of the game. CtP2 appeals to me because it has a perfect balance between macromanagement and micromanagement and because it is really a strategic level game. If we compare CtP2 with Civ3, most of us consider there is too much micromanagement in Civ3, it does not suit most of us because there are things that we should not have to manage in a strategy game (workers, assigning a citizen to a specific square, unit by unit combat, unit by unit movement).
But though I don't agree with many proposals (especially those coming from Civ3), this is just a point view and the only thing I am actually looking for is an Apolyton Edition that would be as close as possible to the original game (and/or the SAP2) with as little changes as needed as far as the gameplay is concerned. For example, strengthening the AI is necessary but I would like it to cheat as less as possible as it is a major spoiler as far as I am concerned.
Another possibility would be to implement changes as options you can select when you are configuring your game. I don't know at all if this is difficult or not but I think that it would be great. 
quote: I'd also like to see other city capture options like:
"Independence" which would change ownership to a barbarian civ on capture. Sometimes yu feel like conquering, sometimes you dont.
AND "liberate" where it returns to the civ that first built the city (of cours it should be disabled if you are fighting the civ that first built it) |
That is the kind of things that I agree with. 
Last edited by Tamerlin on 19-12-2004 at 16:11
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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