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Protra3211
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I still use dail up for internet so AOM would take more than a day to download. Its best to have the CD anyhow as its very cheap and will be around for use when the download is removed from the site .
I will have to try the whole Apolpack with playtest Solver. Didnt know if it woud work as some have stated that they had problems with the mods.
Did you win on impossible level Solver?
I know the mods are good as I have played most of them- CTC has a killer AI-but wanted to see what the source code updates means for the future of CtP2
What about E,s tile work -nice blend of colors it brightens up the game.
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stankarp
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australia
Feb 2002 time: 05:37
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Thanks for the comments
Couple of points. The mongols with a special wonder unit (genghis khan) come as a special Barbarian event later(turn 510), that is why the Mongols were removed as a playing nation.
I aimed to make each period of history different, with its own flavour. That is why there are more units, more turns etc. So you can fight a war with units from one period without suddenly finding your phalanx runs straight into legions.
Kings from ruins does not affect the game play, they are normal combat units so I cannot prevent them from appearing in ruins. However, the only time they can be a problem is if you already have a king and he has not been in power long. Once you have had TWO kings for more than 40 turns (after turn 120), their is a chance of a succession rebellion. If you pickup a king from ruins before your other king has been in power 40 turns, you may need to send him on a suicide mission.
Barbarians can build cities, so occassionally you will see barbarian nomads wandering around. However, they tend to be slow choosing a site to build a city. If I changed the priority giving to settling, it affected the attack priority of Barbarians which is their main function. Barbarian nomads could actually be from the barbarians killing a nomad. Everyone gets a migrant if they kill a nomad/settler type.
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Chronus9
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Hi Hex,
quote: So you will suddenly have to choose what to do with those funds - and many times will find that you cannot do everything you want to because of these multiple requirements. (...a 'guns or butter' choice) |
Good point. I never looked at it that way before. TIs don't really cost anything with setters . . . although someone did point out that a setter does cost in terms of loss of a city worker who could be generating food/trade/shields. And settlers do cost money per turn (albeit a measly amount ... depending on your gov).
However, I think I would still miss the "logistic" aspect of moving the settlers around. Sometimes there was just simply a lot to do in different parts of my vast empire and I had to choose one over the other. Do I send ALL my settlers on the one side of the continent to finish those series of mines, or just some of them? Do I risk moving my settlers near uncharted areas where barbarians may pop out? Anyway . . . just a personal taste.
quote: CTP2/AOM multiplies every economic factor that is in civ3 by 10 (one shield in civ3 translates into 10 shields in CTP2/AOM) which allows for more flexibility and subtlety in the system. |
I think flexibility is great. However, was it presented in CTP as 10 shields or as some decimal value?
I was briefly flipping thru my ol' CTP manual and noticed an example that displayed a decimal value. Again, I just seem to vaguely recall having to do many decimal calculations when dealing with the various building bonuses. Maybe it's the fact that Civ stuck with 50% and 100% whereas CTP also dealt with 25% and 20% and such. Hey, I'm not all that bad in math, but I want to play a game . . . not do homework.
quote: ...which is not much different than what is in place with the use of civ3's two global sliders of luxuries and science. |
I was reminded a bit more about what bugged me with CTP's science as I was looking at the help chart. All of the buildings that increased science had a bonus % (as in Civ) but also added 1/2 point of science per citizen (or something like that). If I recall correctly, this was needed because the % bonus didn't justify constructing the building to begin with. I dunno, it just seemed a bit clunky to me.
quote: The current build of AOM has focused on diplomacy and the creation of better AI/player relations. Based on reports, it plays well |
Good. In spite of my pessimism, I still hope the game works well for everyone.
quote: I would say that one of the main differences between civ3 and CTP2/AOM is the degree of long-term planning that is required in both games. This may scare off some players, but I think it is the best thing about CTP2/AOM because you have to preplan for long-range events - and all events in the game can be managed and dealt with. |
If the events are truly manageable . . . then good. I just couldn't help but notice that earlier post from that guy (gal?) who was annoyed about this Dark Ages event coming in and wiping out his empire.
However, true to avoiding "historical entrapment", I think it would be interesting if the Dark Ages (and other events) only happened some of the time. Then you would have to strategize against the unknown. Do I build up a huge army in preparation for a possible Dark Age or do I risk it and build up my city improvements (or wonder) and get ahead of everyone else? As it appears now, you MUST prepare for the Dark Ages, regardless. (Or am I wrong? Are the Dark Ages guaranteed to come in AOM?). Quite frankly, I think a Dark Age event is pretty cool. I just don't think I'd like knowing it was ALWAYS going to come. The uncertainty would make it kind of suspenseful.
quote: There are unexpected events in CTP2/AOM, but they are not too harsh, and amount to a pinprick. There are also some drastic events, but they are scripted and can be prepared for. |
It sounds like we agree here. IMOHO, the greater the disaster, the less often it should occur.
Well, I certainly hope I didn't sound as if I was bashing this game. I haven't even played CTP2 so I'm only going by what I read and my experience with the 1st CTP. It sounds like a lot of work went into AOM and I applaud the efforts . . . especially when you consider no help from Activision, from what I understand. However, the author of this thread (was that you Hex?) did ask for reasons as to why some of us did not purchase CTP2 (or something like that) so I figured I'd just cut loose (hopefully in a non-critical, tastful manner) and state my opinions in the hope that I'd win (though I see I'm a bit too late).
Thanks for listening, thanks for the insights and all the best to the AOM team! 
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stankarp
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australia
Feb 2002 time: 05:37
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quote: Barbarian nomads could actually be from the barbarians killing a nomad |
Correction. Barbarian MIGRANTS could actually be from the barbarians killing a nomad.
Re workers, my point is that you spend a few shields and one pop point and can build tile improvements for 6000 years. Not realistic. I also don't see a lot of difference between clicking to place where tile improvements are going to be built, and clicking to send a worker there, and then have to pick what he is going to do.
quote: If the events are truly manageable . . . then good. I just couldn't help but notice that earlier post from that guy (gal?) who was annoyed about this Dark Ages event coming in and wiping out his empire. |
You can lead a horse to water but you cannot make them drink or read a readme or strategy guide
quote: I think it would be interesting if the Dark Ages (and other events) only happened some of the time. |
The events always happen, but what changes is the level of their intencity a little, or the location of the event, . Also your starting geography and resources also affects your ability to prepare. So in the mix it is always a little different. I had a game where I built 30 cataphracts to counter Attila but he spawned in a narrow band between me, the aztecs and the sea, took one look at my frontier fortifications built over 500 years to keep the aztecs out, and promptly went off and attacked the aztecs. I expect the legions, catapults and those fortifications, together with frontier cities being fortified, looked a bit too strong for him. That fixed his little pink wagon without firing an arrow.
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Proteus_MST
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quote: Originally posted by stankarp
Kings from ruins does not affect the game play, they are normal combat units so I cannot prevent them from appearing in ruins. However, the only time they can be a problem is if you already have a king and he has not been in power long. Once you have had TWO kings for more than 40 turns (after turn 120), their is a chance of a succession rebellion. If you pickup a king from ruins before your other king has been in power 40 turns, you may need to send him on a suicide mission.
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Yep, exactly thatīs whatīs worrying me. Although I donīt have dynasty yet, it will be among the next technologies I research and from earlier observations it seemed that, even if you already have researched dynasty, the succession of kings only starts after turn 120 (so, your first king is kind of immortal until turn 120 [as long as he isnīt killed in battle]).
Maybe you could tell me (if you can) what happens if I now research dynasty.
Will the program detect that I already have my mercenary king and not let another king appear some turns after researching?
Or will a second king appear in one of my cities.
And (if the second king appears), as it will be way befor turn 120, will one of them start the revolution 25 turns after the second king appeared, or will they wait with revolting until 25 turns after the dynasty starts (i.e. turn 145) and one of them starts aging?
quote: Originally posted by stankarp
Barbarians can build cities, so occassionally you will see barbarian nomads wandering around. However, they tend to be slow choosing a site to build a city. If I changed the priority giving to settling, it affected the attack priority of Barbarians which is their main function. Barbarian nomads could actually be from the barbarians killing a nomad. Everyone gets a migrant if they kill a nomad/settler type. |
They really build cities?
Thatīs great news
quote: Originally posted by Dis
so let me get this straight? Is this a mod for CTP2? Is it pretty good? I'm tempted to reinstall this game and give it one last try... |
Yep, I can only recommend it 
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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I don't think it's that confusing to have this thread here, for 2 reasons:
1) This game is very likely to appease Civ players until Civ IV comes out. It's just so good and entertaining.
2) It shows what wonders one can build given extendive modding capabilities (SLIC and txt files). Since Civ IV will offer Python/xml scripting, it means we may hope Civ IV community may, eventually, spawn a mod of this quality too.
The new concepts (using settlers on resources to get advances) inside are also worth showing, as this game is probably more original than Civ IV will be, and some people may want Civ IV to be something more than Civ2 or 3 rehashed.
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angrybowen
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Australia
Aug 2005 time: 15:37
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AOM/ctp2 has a Great Library, similar to the civilopaedia.
Stankarp went to a lot of trouble to put the AOM changes into the GL. The new concepts are denoted with a * in the GL. Units than can be promoted or upgrade have a #* after their name, goods that can give an advance have a * after their name and so on.
It is the only major mod with the GL basically completly updated.
quote: Locutus called it an unofficial expansion pack for CTP2 | by stankarp.
The claim is AOM is as different to CTP2 as civ3 is to civ 2. I disagree, it is MORE different. I cannot apply many, actually most, of the tactics and strategy I used in CTP2.
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Proteus_MST
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Dunno if it is possible or wanted, but if you develop AoM further, I have a suggestion for another feature:
Units on Hills and/or mountains having a greater visibility range.
After all it is realistic to assume, that a unit on a mountain can at least see lower terrain at a greater distance than units on the flat ground (Civ 3 had this too, units on mountains can see 3 hexes [on hills 2 hexes] and mountains/hills can also be seen from units on the flat ground at the same distance)
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Maquiladora
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quote: Originally posted by Dis
But seeing as I already installed ctp2, I'm giving it another whirl. And I'm still not liking it . The interface is just horrid. |
If the interface was designed for civ2 it would be horrid, but its not, its designed for CtP2, thats brings me to your next point...
quote: How do I know where to place farms if I don't know what tiles they are working? |
Did you read the manual for civ3 or smac? If you read the CtP2 manual it would tell you the city works the tile under the city and ALL surrounding tiles, in the case of a new city, 8 surrounding tiles.
To be honest, if youve tried CtP2 before and still dont know this, it tells me you gave up pretty quickly.
quote: And after all those turns elapsed, I only had enough public works to build 3 roads.  |
What were you expecting?
If you understand how Public Works are produced (from the manual again) it should tell you not to waste so many turns on generating Public Works early in the game, when you have hardly no production base to tax from.
I wouldnt be surprised if you built those roads expecting a boost in arrows. 
quote: And then the screen does not center on my active unit. And then you can accidently hit end turn (return) when you still have units that haven't moved this turn. Argh! This game is just not fun. It feels more like work. |
Where you managed to turn on the grid through the graphic options menu (it isnt default), from there you had to move the mouse up a little bit into gameplay options and press "auto-center on". It wouldnt have taken you long to find that if you were looking, or were you expecting it to read your mind?
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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