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wysiwyg
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Sandy, UT
Nov 2000 time: 05:14
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Are the two files to change map.txt and const.txt?
[This message has been edited by wysiwyg (edited December 03, 2000).]
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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Yes, they are. Also, change MapPlugin3=dll\\map\\plasma2.dll to MapPlugin3=dll\\map\\fault.dll in the userprofile.txt file in the [CTP2]\ctp_program\ctp directory.
If you have time, try cruising the older posts. You will find all this plus lots more tips and tricks which still hold true for CtP2. Maybe some bumping would help keep people from spending to many hours reinventing the wheel.
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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WYSIWYG,
I guess that just shows how different we all are in what we like and dislike. That is one reason map generation is such a tricky and touchy issue. The Activision Designers recommended 'fault' as well as some other map.txt specific changes back in the CtP1 days. I tried them, liked them and stuck with them.
Ed,
Yeah, I meant CtP1. Just because you didn't play it doesn't mean you can't gain some knowledge from it.
I am about the only CtP1 map-modifier, map-maker (that stuck with it) so not many others would be able to answer your 'freckles' question. Unfortunately, because of some health issues, I haven't been able to spend much time here at Apolyton but I do hope to change that.
And I am very thrilled so many people have taken up the CtP2 map making/map scenario creation process. It sure will make my life a lot easier.
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Mog Dug
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what I like to see in a map is at least 2 seperate super continents that are seperated by deep water.
the only way I can get this is usually to use a gigantic map with 90% ocean, and mostly continents.
anyone have any suggestions? I like to have to wait a bit before I can explore the whole world, and havine landmasses seperated by deep water helps.
though, I've also triples movement rates for all ships.
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Mog Dug
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Well, I said tripled for simplicity, for coracles I have the movement set at 6, for longboats, 6 as well. but for powered boats, I'm still adjusting and balancing them.
I'd appreciate any suggestions, but basicly what I want is to be able to sail across deep water in 2-3 turns. and be able to load and unload troops.
I find that any longer and my boats are too much at risk of detection, and I don't have any move points for manuvering. also, invsions over seas take too long for me, I get frustrated.
I think I have subs at 20 and destroyers at 35, I'm not certain at the moment, and I have seperate unit.txt files for different size worlds.
does anyone else find ocean movement to be to slow? magellean's boat took 3 years to circle the earth, I think. I'm aiming more that time span. it may throw off some game balance, but I find the AI does alot more exploring, and does better with colonizing and oversea invasions.
I havn't changed movement values for any air units.
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Mog Dug
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I started upping the movement values for boats, after playing a really good WW2 scenario in Civ2. It took so long for my japanese carriers to get to the US west coast, that I felt the need to get there in 3 turns. so I boosted the move points, to 10 or so.
The pacific is big, but you should be able to cross it in less than a year.
It also makes exploring alot more interesting for me, not having to press the nest turn button after every other square my coracle moves into.
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Elucidus
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I have to say I went through and made similar changes, based on what you wrote here, and I was very pleased. I had the same splotchy pattern you were talking about. I did things slightly different though. I made the map.txt and Const.txt default sizes as follows-
Small....35 x 70
Medium...70 x 140
Large....140 x 280
Huge.....210 x 420
In the Map.txt I basically doubled and tripled the values accordingly and everything has worked out beutifully. We'll see how it keeps working. Thank you for the info.
------------------
Yours in gaming,
~Elucidus
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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Ed,
Are you talking about the variables which Elucidus mentioned above (map.txt) or others?
The problem is the AI doesn't know how to correctly play on larger maps. Tweaking the map.txt variables makes the generated map look better but it doesn't do anything as far as actually playing the game. There is so many variables used throughout the game that it is vitually impossible to change them all. The human is smart enough to get around this but the AI is not. The bigger you go, the worse you skew the game playability.
I know where you are coming from though. I spent 6 weeks straight learning the correct way of doing everything. Change, crash, reboot, change, crash, reboot, change, crash, reboot......
The real fun part is when you try to get others to play the game. That is where you learn the most. If you want others to be able to play your scenario, only create it with the default installation. You can't create scenarios utilizing mods unless it is specifically for that mod.
[This message has been edited by skorpion59 (edited December 06, 2000).]
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