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VivalaCTP2
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Melbourne, Victoria, Australia
Sep 2000 time: 05:14
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Does everyone think it will be better whithout space in CTP II? I know myself that I didn't fight any wars there, whoever gets there first usually has a monopoly on the thing. Ideas ....... ? !
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Chris Horscroft
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Canberra, Australia
Sep 2000 time: 05:14
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I think that's the point. There is little balance as far as I can see about the space system as it stands. Space-borne weapons are good enough to knock-off anyone who follows you into space, and war-walkers and tanks etc put into orbit can drop on foreign nations in sufficient quantity to render the first player in space almost always victorious.
Personaly I really like the idea of low orbit cities, and the space bombers I tend to use in some force against anyone attempting to build the alien life project. I happily drop armies next to foreign capitals. But it doesn't seem to do much for the game's balance!
I think that the focus on undersea development is a better option, but I'm going to miss the stars...
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Chris Horscroft
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DaveWhite
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Actually, we do have a Space Plane unit. The unit is a transport that can do a quick (3 turn) sub-orbital flight between any two cities.
Dave White
Lead Game Designer - CTP2
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welcome Dave!
so, how many units can it carry?
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DaveWhite
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It can carry 5 units. Enough to be useful in mobilizing large armies without being so many that you can freely move everything anywhere on the map. It's best used to move units from deep within your empire to the front lines, or from one continent to another.
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Will the space plane be "invisable?" Is it possible to intercept it? I know that you said the space layer was cut out, so how will it work, in the game? Will it be like civII ("you cannot drop due to enemy air force") or some thing completely different?
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"And it was destined that he should fall before the mighty hoof of our Lord and King of Spain."
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Westergaard
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Denmark
Jul 1999 time: 06:14
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I'm absolutely new to the CtP2 forum - in fact I'm absolutely new to CtP2 at all. And a couple of hours ago I saw the promotion video and I thought "Wow! What a cool game!" Especially I like the underwater scene from the future. "So maybe I'll just browse the forums to see what it is all about". So I do, and the first thing catching my eye is the line "Why no space?" - "Yikes" I think "with such a cool video promoting future civilization and everything, how could they possible leave space?!?!" and I still don't get it. If anything, space colonies would come before aquatic settlements (more gains). How can they leave spaceexploration out "For gameplay reasons!?!" If it's unbalancing for the game then BALANCE IT! Don't care how - you're the programmers - you can do it. And no matter how you twist it, it's still impossible to model future societies without space exploitation!
I'm not buying the game if you don't have space exploration! I mean it!
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Westergaard
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Denmark
Jul 1999 time: 06:14
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Oh - that's clever!
Never thought of that.
(I'm being sarcastic)
Only thing is that I always thought sequels were supposed to improve and enhance existing games. Not reduce them!
(Seriously though - I really consider buying CtP1. I find the going to space thing exciting - but how about the rest of the game? Is it worth anything?)
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Gedrin
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Couple of things.
I'm all confused about this talk of more turns...
My original files have 585 turns. Are my original files screwed up? When did CTP have 350 turns? I mean it's all right there in diffDB.txt... could someone set me straight about this?
On another note. I too wish space was still there. I mean why not give space cities an active_defense_range of say 2 and a big ranged attack factor. This would solve the attack from orbit problem since you could cover your empire with defensive cities in space and that would be that. The cities might fall but they couldn't just walk in and nail them.
I don't really think they bit off more than they could chew. I think they just didn't actually do enough chewing.
Now I have to admit I don't have a lot of experience with the space era in CTP. The only game I ever got there I was beating a horse so long dead... but I wanted to see all the units and stuff.
Gedrin
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Dr Strangelove
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How about the ability to build a "Mass Driver", i.e., a weapon that is able to drop really big rocks on your enemies, hitting the earth at speeds of over 25,000 miles per hour. This would be a much more devastating weapon than nuclear bombs. Instead of reducing the population of the hex it would leave a big uninhabitable crater. You'd have to watch how many you dropped or the game ends with all players being losers!
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Westergaard
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Denmark
Jul 1999 time: 06:14
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FreeChina:
Good points. Maybe the spacecities should just be assumed to be in the space i.e. "you have 21 cities in space" but without a specific location.
Of course that would make space-combat very abstract. On the other hand, I always thought that space marines were unrealistic - in real world you'd just send a missile against the spacestructure.
That could easily be implemented, but it would create a situation were space attacks were very hard to defend against. However I also think that it should be very hard to defend - it would in real life. The only real defense of space, should be the ability to strike back in sufficient force, in the case of an attack i.e. the "balance of power defense"
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3rdTrial
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I agree with the general voice when they state that space cities come to late in the game to make a difference.
But space has other uses. One of the silly thing of CTP that I always consider was the obsolecense of globesat. Do anybody really thinks that the first nation to build it, would really turn it off?
If stheat units don't show anymore, this would be only valid for such units....
Also, globesat if the singular most powerfull wonder in battle! That makes the game harder to balance after it has been built. Like the forcefiled wonder where other civ's can build them one by one on their cities, players should be able to build spy satelites and put them fixed in orbit or just have them move around automatically in patterns (21st century lightning posts?)
Those units could even have defense and bombard capabilites but have to be in space so that they can hover over enemy cities....
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Bartemans
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Deventer, Overijssel, Netherlands
Oct 2000 time: 05:14
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Hello,
Ever heard of the geostationary orbit?
In the real world, this is the orbit right above the equator, when the sattelite has an atltitude of about 36000 km. Then the angular speed of the sattelite is the same as the angular speed of the Earth itself.
(excuse me, I'm Dutch, so my scientific English might not be A-OK)
It is pretty real, espescially if there is one zone above the equator where space cities can be built. (For game comfort, I would love to drop some scientific arguments).
However, spacecities were fun, but it made the game real slow. I am playing it (CTPI) on a PIII-500 MHz and the game is going quite well, except when I'm working in space. Moving a spaceplane or so is going so slow that I've lost most of the fun of space.
Regards,
Bartemans
http://home.hccnet.nl/stolte.1
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