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Sean
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Auckland, New Zealand.
Jan 2001 time: 05:17
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I have played ctp11. Civ 111 is better.
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paulmagusnet
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Boulder Creek,CA,USA
Nov 2000 time: 05:17
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On the good side the game treats you like an adult, has a reasonable if not great combat system and attempts to do some intelligent and innovative things.
But, the blatant cheating, interface difficulties and dull action kill it.
Worth trying to see the good ideas that CIV III should have copied, if you can get it cheap. Maby CTP III will learn from everybodies mistakes and give us a game we can be proud of.
Overall, it's gathering dust on my disk.
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Leonidas
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Dumb AI?
Well, I used to think CTP2 wasn't worth playing.
Then I picked up a copy very cheaply and loaded up the Cradle Mod v2.1. I put the difficulty on "Hard" and figured I 'd breeze through the game. WRONG!
The AI hit hard, and never let up
What a surprise. I have been battling for my life for 4, 000 years (of game time).
Cradle starts the game in 7000 BC - so it makes for a much longer ancient game.
The mods have fixed the AI - it is almost as ruthless as the AI in Civ 3. The AI formed armies before attacking me. It would avoid a frontal confrontation if it felt inferior to my forces. One nasty trick it had, was to use legion/slinger armies to pin my forces, while it used chariots to get in behind my front lines and pillage my terrain improvements and infrastructure, especially the roads. It would also use ships to land units BEHIND my forces. . .
Several other things I like: 1) You can build 12-unit combined arms armies (such as legionaries, slingers, catapults and cavalry. The nice thing with cavalry is, they get bonuses for making flanking attacks); 2) There are NO workers (I love Public Works - NO end game click-fests); 3) Great intro movie; 4) I love the Wonder movies; 5) There are 12 different Gov't types; and many other things. . .
This game is very cheap now - you'll be very pleasantly surprised But play the game with the mods - it is very challenging. . .
Frankly, I think there's room for all kinds of Civ-like games. They ALL offer something unique, as well as their own special brand of challenge. . .
Last edited by Leonidas on 18-02-2002 at 14:42
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Ironikinit
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Captain,
I checked Gamespot's get prices link for CtP2 and the best they had was CompUSA at US$29.99, not including shipping.
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:17
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quote: Originally posted by ACooper
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Unlike that post 
quote: Originally posted by Skanky Burns
Where is the No I never will play CtP2 ever!! option??
I picked Banana, but that isn't exactly a decent 'No' option...
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I knew I missed an option out, I just couldn't think what it was.
quote: Originally posted by minuteman
CTP2 was not without its charms, but Civ III is better. IMHO, ctp2 was exceedingly dull without modding. All it effectively did was remind me of how much I missed the original Civ franchise.
However, that's not to say that the game was entirely without merit. In fact, there were a couple of elements in ctp2 that I wish were incorporated into Civ III.
In the end, however, I think it's the AI that makes or breaks a strategy game. In the case of ctp2, it's what broke it.
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Agreed, but would you consider playing it if modding fixed the AI? Modding isn't some henous crime commited against a game... If the 'average player' doesn't have to do it, then is it so much hassle to download a few megs and try it?
quote: Originally posted by Captain
if it's less than $25, I might pick it up. know of a good place that still has it? |
You'll need to check the CtP2 forum, there's a thread about its availability. Online (Chips&Bits, eBay etc.) yuo can probably get it for under $20, and I think someone found it for just $10 Look around, its a different price everywhere, and GameSpot's not going to quote the cheapest.
quote: Originally posted by paulmagusnet
But, the blatant cheating, interface difficulties and dull action kill it. |
Interface difficulties? Everything you need is available with two clicks.
And the AI does not cheat. Quite an acheivement to match up to Civ2's AI without resorting to cheating. That is possibly one of the reasons why it sucked to start with, it is on a level playing field with the human, only without igninuity and long-term planning.
quote: Originally posted by Sir Ralph
Especially after interface problems being fixed with release 1.17, CivIII is ways better. Top 3 advantages are AI, strategic resources and culture (in this order). |
Precisely the order in which fixes will be modded into CtP2
Leo, exeter0, Zanzin 
quote: Originally posted by ADG
If that was in civ3 I would hate Civ3, the PW system just made me have to click thousands of times each round which was hell |
Whereas a thousand workers are much easier?
quote: and the combat system... the only thing I remember from their combat system is their stacked attacking which was just annoying
| Yeah, its so much of a pain to be able to attack and defend with 12 units at once. Where's the strategy in that? 
quote:
Frankly, I think there's room for all kinds of Civ-like games. They ALL offer something unique, as well as their own special brand of challenge. . .
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Agreed indeed.
But CtP2 is the only one where you can add your own brand of challenge, and make it unique to yourself
*loves SLIC*
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player1
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Belgrade, YU
Sep 2001 time: 06:17
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I played CTP2 a lot.
It was my main hobby while waiting for Civ3.
In fact I was making one nice custom MOD for CTP2, with incorporated most of AI boost from other MODs, my own boosts and unit rebalances.
I didn't added any special things like Leaders and such, too much usefull for human payers, a little for AI.
Unfortunately, when I look at mysefl I see that I MODed CTP2 more then I was playing. AI x100 better then before but still dumb form time to time.
It's pity that CTP2 mod community looks a little desorganised (but not too much). I mean 3 mods, 3 diferent AIs, why they didn't combined their efforts to get one awesome AI.
Anyway Aplyton pack & MedMod look obsolete, while Crade is still upgraded, but not nicely balanced for modern ages.
It's pity that when I made my last MOD open to public nobody even tried to get someting out of it (exept Martin). I made custom terrafrming for AI, Specail unit startegies, MODED files that way to make AI competitive in GAIA race (nobody did it for other modes, mostly since noone from moders play the game to the end). I even made AI produce all type of units available, including Bomers and Fighters. I made even some interesting nuke strategies.
Anyway I lots interest, so I play Civ3 for now.
Why I lost interst.
It's to tiresome.
When I played my MOD it always MODed it in the fly since I saw some inbalances, etc...
Never played one game without MODifing at lest one little thing.
Wombat, look some scripts form my MOD and try to get someting form them, you could get some nice results.
And happy MODing.
P.S.
I am curous has anybody solved Loctus-Alexaneder bug (when unit get stuck near cities on roads or rairoads).
If not, I have some suggestions about it.
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Immortal Wombat
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in perpetuity
Dec 2000 time: 05:17
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quote: Originally posted by player1
It's pity that CTP2 mod community looks a little desorganised (but not too much). I mean 3 mods, 3 diferent AIs, why they didn't combined their efforts to get one awesome AI.
Anyway Aplyton pack & MedMod look obsolete, while Crade is still upgraded, but not nicely balanced for modern ages.
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Define Awesome AI. Wes tried to get the AI to make decisions better, and suceeded. Dave tried to get the Cradle AI more aggressive, and suceeded. Dale tried to get the diplomacy working better, and suceeded. It is difficult to combine them all, as the strategies.txt is all interrelated and hard to pick out what does what.
quote:
Wombat, look some scripts form my MOD and try to get someting form them, you could get some nice results.
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Will do.
quote:
P.S.
I am curous has anybody solved Loctus-Alexaneder bug (when unit get stuck near cities on roads or rairoads). |
For the scenario, Wouter decided it would be easier to make all the roads 2 tiles wide. BlueO came up with a solution ages ago though, where the blocking stack moved off the road while the other one moved past.
quote:
If not, I have some suggestions about it. |
Suggest then Not in this thread though. PM me, or start a thread in the CtP2 mod section.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:17
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quote: Originally posted by campmajor!
The AI was really nothing. I used a mod one time, but as this made it really impossible for me, I did not think that was better....
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The AI was really nothing because it was TOO HARD...?!?!?
...Given the fact that the bonuses in civ3 are a lot more than the bonuses in Modded CTP2 (and I already know that you are referring to Cradle) I would take that as a compliment to what the AI is capable of accomplishing in CTP2.
On civ3 Deity the bonuses are at 200% of the human player. On Cradle Deity the bonues are at anywhere between 110 and 140%. Imagine if Cradle had the same bonuses... 
Thank you campmajor, you have more than validated the performance of CTP2 in your statement.
I will qualify the above statement with the term 'Modded CTP2' Activision did not take full advantage of the bonus system in their default game. The Modders however, have taken a very customizable game and fixed a great deal of it.
Before anyone goes off on the tangent that civ3 does not need to be modded, I humbly point to ther proliferation of civ3 Mods that address the combat imbalances, corruption, etc.
Not to mention that there hasn't been a suitable fix for the current problem, late game tedium...
I won't even go into the weaknesses of the civ3 Editor. My hat will be off to Firaxis if they make a fully functional Editor available for free, but if they charge for it, they won't get my business.
quote: Originally posted by campmajor!
And also with that mod I got pollution in 4000BC.... 
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If you had bothered to follow up your post about this problem in the thread where this was discussed, you would of seen my response to this issue. This is an instance where a player can push the limit of what the game can handle through the Modding process. The suggestion was to allow the rise of splinter civs during the course of the game.
As it stands now civ3 allows up to 16 civs. CTP2 can allow up to 32, plus it can allow cities that revolt to create new civs DURING THE COURSE OF THE GAME through the modification of a file handled at the player's end (this is not part of any official Mod or the default game, BTW - it is a suggested change to be made by a player).
However, this will also create a message box that will warn of global pollution. This message can be considered a bug, but at the same time, it does not create pollution in the game - playtesting has confirmed this. Later versions of Cradle have added an info message to this message box to clarify the issue.
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