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stankarp
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australia
Feb 2002 time: 05:24
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If you refer to the list of changes at the link, a version will be produced that reduces the Dark Ages a little, which will also reduce the affect of Black Death. When cities get a a disaster, they get a happiness hit of -2 for 3 turns, so if a city got a plague 2 times in 3 turns, it would suffer a -4 hit which may cause it to rebell.
There are more happiness hits in AOM now so you need to keep an eye on empire happiness a little more than in Cradle or CTP2.
The Town Watch ONLY appear if you leave a city totally empty for a turn. They do not appear, and I have never had one appear, if a city has a garrison. The TW unit is a penalty for leaving a city empty, as the AI may not recognise a empty city as a target and ignore it if you abandon it. The TW is therefore effectively a penalty for an attempted cheat, ie, leave a city empty and the AI will not take it.
The one government track only applies for the middle ages, each government is the same statistically (except for caliphate/sultanate), they just have different wonders available that give you, effectively, a new and different set of civ attributes for the Middle Ages, including special units. This way you can have the heavy foot and cavalry knights of the Theocracy, vs the cheaper, faster units of the Sultanate(Jannisary, Mameluke, Saphia) or Theocratic Empire(Eagle Archer, Eagle Warrior). This gives the Middle Ages a completely separate feel to the rest of the game, giving that period the religious feel it had in reality. You get one opportunity (with a happiness penalty of -5 for 5 turns) to change when you research Dark Ages. All these government streams re-unite for later governments (Democracy etc.). So you are not really stuck in one stream.
Suburb tiles cannot appear on a wonder, they do appear on goods and sometimes outposts. But they can be pillaged away over 2 turns for 500 gold each, think of it as urban renewal. Not all wonders have a tile improvement. I have noticed very occassionally that a wonder will be placed on a suburb (rather than vice verca), and that will produce a ruin tile. This is not supposed to happen (but so are a lot of things to do with slic), so if it does, I just use cheat mode to fix it.
Something that does happen which I was not intending but do not mind, is that an outpost next to a city may be removed if the citys has a disaster. In the strategy manual I suggested from now on it is better to have your city 2 tiles away from a good for this reason.
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stankarp
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australia
Feb 2002 time: 05:24
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Most of the update changes are now complete.
The diplomacy additions have been written and reached the stage of no errors when the game is loaded. Now to playtesting.
There are 3 basic changes to diplomacy.
1) The armies of AO who have agreements with the human are no longer subject to Frenzy orders to move on the human as his aggression level rises.
2) The AI should be a little more responsive to human diplomacy proposals, if sufficient bribes are offerred (so keep building those outposts and caravans) , and
3) Code for there to be a working alliance between the AI and the human against another AI, the proviso being there can only be one target of the alliances at any one time.
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stankarp
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australia
Feb 2002 time: 05:24
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In response to a question about the availability of the update on another Apolyton forum, the situation is as follows.
I am hoping that a couple of experienced Slic's will give the code the once over as, even though it returns no errors when loaded, it does not mean it actually works.
Then will need to have a couple of playtests before releasing it as it will be a substantial change to the gameplay.
I expect it will be available both at Apolyton and my forum within a fortnight.
If you are an experienced and competent AOM/Cradle player and have time to playtest next week (18-25 July), contact me direct at :
stankarp@bigpond.com.au
Given that nearly 2000 people have paid for the disc or downloaded the game from Apolyton (including over 50 people who have not had the original game), I would like to be sure I am not releasing a major problem.
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DrKazanovaKK
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quote: Originally posted by Evander
like, mayhem and massacre would sound good :]
I never though I will play CTP2 game that feels like a quake deathmatch. |
I have to take issue with this comment for two reasons.
1) the ai in AOM attack each other as well, and with venom. By about turn 300, most AI have lost or gained cities from other AI. I have actually benefited on an odd occasion from this AI vs AI war in that two invading stacks from different AI have attacked each other, leaving me to polish off the survivors. When invading an AI who has been at war with another ai for a while, often is easy at the start as the AI's main armies are campaigning elsewhere. If you are prepared and hit hard, you can usually capture several cities before the main ai force gets back.
2) If you have read any history, war is the biggest and most regular endeavour of humans. And the biggest cause, according to Lord Montgomery is desire for some one else's land or resources.
AOM with the supply rule now makes war the really big issue it was. I find that until my empire is well established and resourced, making big war all the time (as happens in virtually every other game) is not an option, you have to think very carefully. There is no way you can just go on the unlimited war path in AOM.
Because of that, I find I have to try anyway possible to get withdraw agreements with the AI. That is the only way to keep that Ai at bay for a while.
I have just got to the post Dark Ages for the first time with a decent empire, some good resources and a couple of relatively secure borders. Researched Theocracy, now building my first specialist middle ages troops. Cannot wait to see how the Knight Templar and Teutonic Knights go up against the AI. Emperor Barbarossa comes in a few turns. Time to settle a few scores :-)).
There is no doubt AOM is intense and is on bigger scale than most other games. I am building 7 full stacks for the next attack, 4 siege stacks and 3 attack stacks, and a few cavalry to scout, and have 10 supply trains dotted about the empire, 6 with the attack army. But that intensity is not a problem for me and I have no doubt, has improved my gameplay, by necessity, as I got the feel for it.
AOM retains that Civ feel, but has a real historical feel as well. The ancient period had its own character with lots of wonders, heroes and I even managed to force an empire to surrender. Now the city defences have built up, its is a new phase of siege warfare on one front while defending the other fronts. All the time, researching and building. The casualties so far in the middle ages are higher and the intensity of the AI has gone up a bit since the end of the Dark Ages. While waiting for the army to be ready, I have built 2 cities in new areas and are churning out migrants to build border forts and claim that territory, then will build some fortifications to defend the new ground.
The amount of new stuff in AOM is really amazing, hats off and thanks to the design team for a remarkable effort.
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Vince278
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I just passed through the Black Death era and it was interesting. There weren't very many plagues but I did get a message about disloyal nobles rebelling every single turn. Odd thing about that (besides the frequency) was that no troops showed up next to any city.
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stankarp
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australia
Feb 2002 time: 05:24
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quote: I just passed through the Black Death era and it was interesting. There weren't very many plagues but I did get a message about disloyal nobles rebelling every single turn. Odd thing about that (besides the frequency) was that no troops showed up next to any city. | by vince.
There was a small error in the slic code which has been corrected and will be in the update.
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stankarp
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australia
Feb 2002 time: 05:24
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When the update is finished I will get Dan to do a complete new file so hopefully there will be no ommissions this time.
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stankarp
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australia
Feb 2002 time: 05:24
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AFAIK no unfortunately. I have never tried it with the source code, maybe you would like to and let us know what happens.
I tried to use SLIC to correct the main problems with the original game.
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stankarp
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australia
Feb 2002 time: 05:24
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You should install CTP2 somewhere first.
Once you downloaded it there is one main game folder, just copy and paste to your hard drive from the zip folder. Then go into it, find the modswapper icon, create a shortcut to it , then put that shortcut somewhere convenient like your desktop, then always launch AOM from there.
You cannot play the original game from here anymore.
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stankarp
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australia
Feb 2002 time: 05:24
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At the start the game should take less than 2 seconds per ai per turn on the AOM gigantic map, unless an AI enters a ruin and gets an advance or unit (this is a known bug from the Cradle days). The hang time can be up to 15 seconds but as the game progresses, it gradually reduces. Byt turn 150 it is usually down to 3-4 seconds.
I have not tired AOM on the World map. Don't know how many players there are in that or map size.
The "Cant find the CTP2 disc" seems to have 2 possible causes.
1) AOM was designed on the English language version. If you have a different language version it throws up that error.
2) Your ctp2 disc is not an authentic one (some pirate copies do not burn properly) and this also throws up the message AFAIK.
Hope this helps.
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stankarp
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australia
Feb 2002 time: 05:24
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quote: One possibility is that the huge AOM download contains a texture.dat, |
The only change made to ctp2_program\ctp\ folder is the userprofile.txt file is already set up with my suggested settings. No other changes were made to anything in these folders. Certainly have never done anything with texture.dat files.
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All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
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