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stankarp
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australia
Feb 2002 time: 05:24
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Vince, the Dacian scenario only runs with the original game.
If you have 2 identical AOM games, it means you have accidentally copied a gamefile.txt file into ctp2-data/default/gamedate twice.
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stankarp
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australia
Feb 2002 time: 05:24
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For the immediate future, please refer help questions to this forum:
http://www.interwebgames.com.au/aomforum/
I expect to move the whole AOM website to Apolyton within 1-2 months.
Auto centring on units does not work all the time in CTP2 or any mods, it is a design issue.
The capital double message is unfortunate but unavoidable. It was hoped to remove it with a new button but it was found that we could not activate the score check from a message activated by one of the new buttons in the bottom control panel. There were originally another 4 similar messages that were brought up when you clicked on something else. We were able to eliminate those by using the four new buttons.
I agree it is annoying, but if you click on your number 2 city then bit the back arrow in the bottom control panel, you will not get the messsage.
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Evander
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you should name this mod World At War, not Ages Of Man.
it would reflect much better, what you have done to Ctp2
:-/
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Evander
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like, mayhem and massacre would sound good :]
I never though I will play CTP2 game that feels like a quake deathmatch.
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stankarp
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australia
Feb 2002 time: 05:24
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My Apologies, for some reason I have not been receiving email notification of responses to this forum.
I asked earlier that people direct questions to the AOM forum for the time being pending a transfer of that forum to Apolyton.
http://www.interwebgames.com.au/aomforum/
1)Pillaging of dead city tiles is enabled in AOM and costs 500 gold.
2) The original Apolyton upload is missing some files. They can be found at:
http://www.theagesofman.net/index.html
They are in with the new Great Library File.
quote: 1. For some unknown reason happiness was dropping up to a cumulative 10 points a turn. I had some war weariness and events to deal with but that seemed a little steep (and unstoppable). |
Read about the Dark Ages in the Manual.
quote: Whenever my stacks take a city they were unable to leave again. This left me wide open. I found a fix for this issue at least |
Read about Town Watch and leaving cities empty in the manual.
Apologies again for not answering these questions.
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stankarp
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australia
Feb 2002 time: 05:24
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quote: like, mayhem and massacre would sound good :] | by Evander.
When designing AOM, David Sobotka identified 3 weaknesses in Frenzy and suggested these needed fixing.
1) Frenzy never goes down.
2) Frenzy units often march round and do not attack.
3) AI empires would break up because frenzy armies left cities empty after they captured them.
In response to 1), I incorporated a small decay in frenzy over time (33% chance per turn it goes down by 1), and with Wouter's help, a code that for every 200 gold you give an AI, its frenzy value goes down by 1.
In response to 2), with Wouter's help, a code to make Frenzy armies attack if they are size 10 or above or bigger in number than the human target. I aslo wrote my own attack code that, with an if(atwar) condition, makes normal ai armies do the same.
In response to 3), I wrote a small code that puts a militia in any AI city that is empty.
The net result now is the Ai is aggressive AND very focused and its empires do not break apart as soon as they go on the war path. I had Cradle games where every AI save one or two would start to splinter by turn 250. I also found and corrected an error in code that caused the AI to waste 10% of production.
The AI now, I believes, attacks more like a human albeit a little clumsily and is something to worry about, unlike the original game. And, contrary to some opninions, the AI does not just gang up on the human. The Ai only sends a fraction of its armies against the human at any time unless the human has occupied its territories or got really aggressive.
I recall that CTP2 got the biggest disappointment of 2001 award because it was, even on the highest difficulty level, a total pushover. Ben might recall Steve5304 calling him an idiot over 2 years ago because he was still fiddling with Ctp2. That guy made the "First Days" mod then turned around and canned CTP2 for over 2 years I think on the forums.
However, I have taken comments to heart after 6 weeks of a wider audience playing AOM and agree that the new AI does expose a significant weakness in the original CTP2, the diplomacy.
Diplomacy, apart from trying to get techs, was largely superfulous in Ctp2. Now, getting withdraw agreements is essential, but the intensity of AOM does now leads to much lower trust and regard levels which then make it harder to get the AI to agree to anything.
Fromafar has fixed the withdraw code so that 3 units per turn now withdraw instead of one due to an arrays problem in slic coding.
However, I am also looking at trying to bring diplomacy up to the new level of AOM.
The planned changes to AOM are listed here. Other ideas are welcome.
http://www.interwebgames.com.au/aom...topic.php?t=100
As far as the name of the expansion pack goes, I note Dale himself has no problems.
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