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one of these days i'm changing the names of the diffculty levels back to normal... 
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Drakenred
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Hou Tx
Jan 1970 time: 05:14
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quote:

Originally posted by TheLimey on 11-13-2000 05:21 PM
I'm awaiting my (Christmas present) copy eagerly... although the joy might be taken out of it by then.
I am intially looking to implement the limited Wonders concept, and maybe an ICS solution 
I know theres already people talking about a legion (very minor, but it sounds sensible to me too)
Anyone else have any other concepts they think they might try out?
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a lot depends on Just how mutch slack you have in the program,For example, if you can add new Teck advances into the Tecktree, if their is a hard cap to the number of Units or City improvments you can add, if you can add more New-Diferent WOWs and FoW to the game, if their is a hardcap to the Numbers of govenments you can controll, Ect. (take my idea of having Diferent government classes, each of witch gets a New Govenment every Tecklevel, if CTP only suports the Govements listed, then your kind of stuck with the govenments you have, not with trying to play the game as a Govenment-class for the entire game, (my idea is to have Eco- athortarian- Democratic\republic- Thologan- and Merchantiel based governments for example, resulting in ~ 31 posible Governments (Anachy avalible to all, and each having a diferent starting govenment with individual bonuses and penalites culminating in the final Government type for each class)
I would also like to see More units (Legonaire, pre-dreadnaught, Dreadnaught(posibly with a WOW of FoW for being the First with a True Dreadnaught, reflecting what realy happend when the HMS Dreadnaught was launched), Battle ship, Super Battleship,Lt Cruiser, Cruiser, Heavy Cruiser, Battle Cruisers, Zeplin, Early tank, Biplane era Aircraft, Self propeled Artilery-asualut gun, Mobile flack(early SAM, or more acuratly, ) Light Cariers, Dive bomber, a pre-jet era bomber, a short range Harier type Jet era fighter, the Marine Amphibiouse Asualt convertion Battleship(the convertion of the Iowa class that would have alowed it to cary a Harier Squadon, and a Marine Asualt Batlaion.. . .
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Drakenred
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Hou Tx
Jan 1970 time: 05:14
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i wonder if its posible to do a reverse colonisation?(ie everyone starts out under the sea, and has to migrate to the land)
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WesW
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Florence, Al., USA
Jan 1970 time: 23:14
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quote:

Originally posted by Gedrin on 11-13-2000 10:17 PM
Well I for one started a very extensive mod all from my annoyance of two things. If the tech tree posted is accurate they still appear to be there....
Hmmm... and I can't see the Republic...
*sigh* I'm not going to continue. Lets just say I think the tree could use some work. 
...And I imagine I'll implement my triggers too.
Bureaucracy Tax; Pop Migration; Refugees from captured cities; Terrorist strikes, but I'll have to test it out some before I do so.
Gedrin
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Give 'em hell, Chris. 
Mark, does Jurisprudence give you the Republican form of gov't?
Chris, don't let me forget about putting your refugee trigger into the med mod when I change it over.
For those of you looking at making extensive modifications to the game, a bit of advice...
I think that I added too much for the Med mod, making the game unstable at times. I feel fairly certain that it was all the advances I added that caused the main problem.
There may have been some trouble with the slic stuff as well, but I hope that the slic2 will be much more stable than its predecessor.
When the Actigrammers were explaining why they don't support more than 8 civs in the game, they said it was because the work the game had to do rose exponentionally with the number of civs. I think that something similar happens when you start adding new advances with all their preqs and so-forth.
The advances form the foundation that everything else is built upon, in that they determine what wonders, units, improvements, etc. that you can build.
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Monkey
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Melbourne, Victoria, Australia
Apr 1999 time: 05:14
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Definitely the city graphics. I can't believe they didn't include new city styles. The first thing I'm going to do is load in Harlan's city graphics
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Hypocrite
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Tulsa, OK, USA
Oct 2000 time: 05:14
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Yo, peeps, where can I get some of these mods you are referring to? Are they compatible with CTP II, or do you not know yet? Also, how will that affect LAN multi-player? Would everyone playing have to have the same mods installed, or would it render the game unplayable for MP all together? I imagine that a changed city graphics modification wouldn't cause much in the way of multi-player issues, but an altered tech-tree certainly might.
So let me know where I can get and read about mods for CTP and CTP II.
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Yoleus
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On the tech-chart Fascism is just a step after Theology, in the middle of the Renaissance, before nationalism and before Democracy. Historically fascism is an industrial age militaristic mass control born as a consequence of nationalism and in opposition of communism, as far as I know. Maybe gameplay reasons suggested to shift it backword some centuries. What about the Fascist unit? Has it been scaled down?
You will have Musketeers and Fascists in the same age..
2 questions:
what do you all guys think of this?
Is it possible to modify the tech tree to place it "properly", maybe with communism and nationalism as prerequisites?
I await your opinions.
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Yoleus
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Another issue:
analysing the tech-chart it seems to me that the ultimate air units are the stealth fighter and bomber:
isn't this a little strange? Top air warfare technology for three centuries? I know that there is no space anymore, but I would have appreciated some stratosferic interceptors or orbital bombers (maybe just as bigger brothers of the stealth couple).
Again, waiting for your ideas and mod suggestions.
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Stratesford
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Skato Land: Santa Cruz, CA
Sep 2000 time: 05:14
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INTERNAL combustion engines, battleships don't use internal combustion engines. They use to work with coal and then diesel or kerosone and then with nuke power
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Drakenred
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Hou Tx
Jan 1970 time: 05:14
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The USN did a series of design studies on powering variouse ships with Nuclear reactors, including what would have been a de facto Nuclear powered Batleship,(without the Gun armament, it would be more acurate to describe them as a 1950-70 "Arsenal ship" /Cruise misile launcher, however, I dont think they took the pojects mutch beyond the Design study phase, )
their were a few one-up designes of Batleships with internal combustion recipocating engin, but aparently for the most part the early ships were Considered experimental, becuase of actual and precived mantinnece problems(basicaly, its one thing to have to dismatle a destoyers engin, but to do simualr work on a BB would be a nightmare)
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Gedrin
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While I am no expert on naval history and do not know about nuclear BB's I'd be really suprised.
The primary reason that subs went nuclear is so they do not need to surface for air. I doubt a BB needs the power of nuclear power and so the cost is not justified. BB's are just not big enough I think... they are not afterall super carriers.
Well I'm off to see if CTPII is at the local games shop.
Gedrin
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TheLimey
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I'm considering adding some SLIC to destroy the slaver, when he's part of a winning stack; to simulate him (or them) transporting the slave(s) back to the appropriate city.
The slaver is bad in his unlimited form, because he allows the ultimate population increase blag; far worse than ICS in my opinion, and in fact makes ICS *MUCH WORSE*. You pay once, you put the slaver in a half decent attack stack, and keep attacking barbarians and the unwitting AI and gaining, the only 'cost' being his upkeep.
Getting one free pop for a slaver in my eyes is fair, not including the city slaving, which I believe is fair and works already, since it can be countered, and he has a chance of failing and being captured.
In game effects, making one combat capture per slaver unit will mitigate the unbalancing force that the slaver provides. This however has the possibility of making the anti-slavery units/wonders too cheap, so they should have their costs increased to balance.
[This message has been edited by TheLimey (edited November 16, 2000).]
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